My 5 Star rating is based on the fact that the game is a blast - and sets out to do exactly what it says to do. It is perfect for a one-shot thief type game. Character creation is slick, you pick a cartel and specialty and you are ready to go. The cartels are roughly based off of hollywood versions of actual crime syndicates, so two-sentence summaries are all it takes to understand them. The mechanics are incredibly clear - percentage with the possibility of getting boons and challenges. Luck, Influence and heat markers to determine player and DM intrusions in the story. That's it. It feels like a great crime movie or book (Loch Lamora, Tales of the Kin, etc).
From character creation to end of the heist, we played "The kidnapping job" in about 2.5 hours and had a ton of fun. The mechanics, timing and open-ended nature give players the room to be incredibly creative and help craft the story. Resolution is simple, and the "heat" mechanic is a great reminder for the DM to throw in complications and twists on the fly.
The city is huge - which does create some issues for a pick-up game in giving flavor to city districts. This isn't much of a problem if you have the time to read the city guilde in detail.
The game master is provided with ample tools to help keep the game flowing "on the fly."
CONS: My rating is based on what the game set out to do -- easy to pick up and run a one-shot. The downside is that it is a bit more challenging to turn this into a campaign. Character progression is fairly week and the flat skills for success make it difficult to differentiate challenge. I'd love to see a "campaign book" that solves this problem -- how can a character rise from a good rogue to a top dog? Ideas for stitching "heist" style scenarios into a longer campaign, and a bit more of the dynamics between cartels.
I thought a bit more about the flat skill success (simple percentage chance). It does work in a game like this. Ultimately, you want your characters to succeed, but with complications. This mechanic does that well. If you do want to increase the difficulty, you can add "luck" to the obstacle. This forces the need for multiple successes...and opportunities for more complications.