Is my scene usage overkill?

Just wondering what the best practices are for using more than one scene in a game. I can see in a big game with lots of levels where a scene for each level would make lots of sense. But how about in a board game like Chess, Checkers, or Othello where there are no levels?

My game is such a game, and it will only have the start menu, the actual game board, an options menu, and a store menu. Right now I have it set up where the first scene holds the start game screen and a lot of the initialization code for detecting device type, screen size, etc. When the Play button on this start screen is tapped it loads the second scene which is the actual game board where the game is played.

And in the second scene, in addition to the main game board, I was planning on adding two separate GameObjects (not scenes) to hold out-of-view screens. One GameObject holds the options screen and the other GamObject holds the store screen. And just enabling/disabling each as needed and sliding it in/out of view.

Would it be better to put the options screen and the store screen in separate scenes instead?

I’m already wondering if having even two scenes, one for start screen and initialization code, and one for the main game, option, and store screens is really necessary and beneficial, and overkill.

Does it make more sense and is it more beneficial to keep everything in one scene in such a small simple game like my no-levels board game.

For a board game one scene is fine but it does get hard to manage if things get complex.

You have to clean up objects, make sure you have no memory leaks. If you have multiple scenes you can break it down to simpler levels and memory /object management is a bit easier since they get cleaned up.

Of course having multiple scenes means that players have to wait for levels to load. Also if you need logic going form one scene to another you have to use some kind of static variables, playerprefs or dontdestoryonload logic.