Question: Do Onyx and Game For Fame follow the same genre?

full_context: Document 1: Hex (board game): Hex is a strategy board game for two players played on a hexagonal grid, theoretically of any size and several possible shapes, but traditionally as an 11×11 rhombus. Players alternate placing markers or stones (Go stones make ideal playing pieces) on unoccupied spaces in an attempt to link their opposite sides of the board in an unbroken chain. One player must win; there are no draws. The game has deep strategy, sharp tactics and a profound mathematical underpinning related to the Brouwer fixed-point theorem. It was invented in the 1940s independently by two mathematicians, Piet Hein and John Nash. The game was first marketed as a board game in Denmark under the name Con-tac-tix, and Parker Brothers marketed a version of it in 1952 called Hex; they are no longer in production. Hex can also be played with paper and pencil on hexagonally ruled graph paper.
Document 2: Cooperative board game: In a cooperative board game, players work together in order to achieve a goal, either winning or losing as a group. As the name suggests, cooperative games stress cooperation over competition.
Document 3: Connection game: A connection game is a type of abstract strategy game in which players attempt to complete a specific type of connection with their pieces. This could involve forming a path between two or more goals, completing a closed loop, or connecting all of one's pieces so they are adjacent to each other. Connection games typically have simple rules, but complex strategies. They have minimal components and may be played as board games, computer games, or even paper and pencil games.
Document 4: Onyx (game): Onyx is a two-player abstract strategy board game invented by Larry Back in 1995. The game features a rule for performing captures, making Onyx unique among connection games.
Document 5: Havannah: Havannah is a two-player abstract strategy board game invented by Christian Freeling. It belongs to the family of games commonly called connection games; its relatives include Hex and TwixT. Havannah has "a sophisticated and varied strategy" and is best played on a base-10 hexagonal board, ten hex cells to a side.
Document 6: Trivial Pursuit: Trivial Pursuit is a board game in which winning is determined by a player's ability to answer general knowledge and popular culture questions.
Document 7: Wythoff's game: Wythoff's game is a two-player mathematical game of strategy, played with two piles of counters. Players take turns removing counters from one or both piles; when removing stones from both piles, the numbers of counters removed from each pile must be equal. The game ends when one person removes the last counter or counters, thus winning.
Document 8: Shout About Movies: Shout About Movies is a movie trivia DVD game played entirely on a television. The game is designed to be played with four or more players, a DVD player and a television is the only device necessary to play the game. Players split up into two teams, shout out answers to movie trivia questions, and use the remote to keep score. Whichever player shouts the answer correctly, their team gets the point. The game has eight rounds. Similar to "You Don't Know Jack" and "Trivial Pursuit", the DVD keeps track of the score. Each DVD contains three games.
Document 9: Matching game: Matching games are games that require players to match similar elements.
Document 10: The Game of Life Card Game: The Game of Life Card Game is a card game created by Rob Daviau and published by Hasbro in 2002. The object of the game is to collect as many points as possible before the letters for L.I.F.E. are drawn. The game begins with each player first deciding whether to pick a career right away or go to college and get a career afterwards. Each turn, players draw to fill their hands and then complete goals by playing cards from their hand. Goals are completed by paying their cost in money or time. Each turn, a player has as much money or time as their career (and other time/money altering cards) allow. Goals have an associated point value to them and the player or team that collects the most points at the end of the game wins.
Document 11: Camel Up: Camel Up is a board game for two to eight players. It was designed by Steffen Bogen and illustrated by Dennis Lohausen, and published in 2014 by Pegasus Spiele. Players place bets on a camel race in the desert; the player who wins the most money is the winner of the game. "Camel Up" won the Spiel des Jahres in 2014.
Document 12: Happy Families: Happy Families is a traditional card game, usually with a specially made set of picture cards, featuring illustrations of fictional families of four, most often based on occupation types. The object of the game is to collect complete families. The player whose turn it is asks another player for a specific card from the same family as a card that the player already has. If the asked player has the card, he gives it to the requester and the requester can then ask any player for another card. If the asked player does not have the card, it becomes his turn and he asks another player for a specific card. Play continues in this way until no families are separated among different players. The player with the most cards wins. One of the rules states that a player cannot ask for a certain card to deceive any player if he does not have a card in the set he is asking for. The game can be adapted for use with an ordinary set of playing cards (see Go Fish).
Document 13: Shannon switching game: The Shannon switching game is an abstract strategy game for two players, invented by American mathematician and electrical engineer Claude Shannon, the "father of information theory" some time before 1951. Two players take turns coloring the edges of an arbitrary graph. One player has the goal of connecting two distinguished vertices by a path of edges of their color. The other player aims to prevent this by using their color instead (or, equivalently, by erasing edges). The game is commonly played on a rectangular grid; this special case of the game was independently invented by American mathematician David Gale in the late 1950s and is known as Gale or Bridg-It.
Document 14: Game For Fame: Game for Fame is a party board game where 4-16 players work from unemployment to celebrity superstars.
Document 15: Sua Ghin Gnua: Sua Ghin Gnua is a two-player abstract strategy board game from Thailand, formerly known as Siam. Another name for the game is Tigers and Oxen. It is a hunt game played on a 5x5 square grid with only orthogonal lines. One player plays the three tigers, and the other player plays the twelve oxen. The board is empty in the beginning. Players first drop their pieces onto the board, and then are able to move them. The tigers can capture the oxen by the short leap as in draughts and Alquerque, but the oxen attempt to elude and at the same time hem in the tiger. Sua Ghin Gnua most resembles the tiger hunt games (or tiger games) such as Bagh-Chal, Rimau-rimau, Main Tapal Empat, Catch the Hare, and Adugo since they all use a 5 x 5 square grid. But tiger games technically consist of a standard Alquerque board which is a 5 x 5 square grid with several diagonal lines criss-crossing through it which are completely missing in Sua Ghin Gnua. There are however some variants of Catch the Hare which have missing diagonal lines also. Another game that resembles Sua Ghin Gnua is from Myanmar called Tiger and Buffaloes which is a hunt game consisting of a 4 x 4 square grid with no diagonal lines. Myanmar happens to border Thailand geographically so there might be a historical connection between the two games. Another game from Myanmar is Lay Gwet Kyah that is presumed to be similar to Sua Ghin Gnua. Sua Ghin Gnua was briefly described by Stewart Culin, in his book "Chess and Playing Cards: Catalogue of Games and Implements for Divination Exhibited by the United States National Museum in Connection with the Department of Archaeology and Paleontology of the University of Pennsylvania at the Cotton States and International Exposition, Atlanta, Georgia 1895" (1898). It's also briefly mentioned by H.J.R. Murray in his book "A History of Chess" (1913). It was also described by R.C. Bell, in his book "Board and Table Games from Many Civilizations" (1969).
ground_truth: no