As a geek, I am certainly attracted to the modular, microcontroller driven logic board game, with a wide variety of possible games. I agree with the others on the forum that there's a danger in making the game too simple, but there are good reasons to keep it clear.
I've used a lot of kits, robots and toys designed to be educational in public libraries. One major issue I've seen in many of these kits, is while they are designed for kids, they depend on the adult having a good understanding of the lesson being taught. This fine for geeky parents interested in sharing some science/tech fun with their kids, but can be an obstacle to many educators, volunteers and others who have the desire to give kids a STEM learning experience and lack STEM experience themselves.
I just ask you to consider these use cases in designing the game. If a kid found it in a box of games in a library with no one to explain how it works, what would her experience of the game be? If an educator gets seven copies of it and want to use it in a program with fourteen kids, how does she prepare such a program?
It's a tough challenge, but a product that offered real support to educators looking to inject this kind of educational experience into their workflow would really do well, IMO.