Grades 5 & up. Wilma outdoes Wilson! She finds places to hide in all four quadrants, including negative numbers. Players match her mystery locations with ordered pairs such as (-6, 3) and (-1, -2), building an octopus-like pattern outward from the octomino starting board. There are always eight places open for play. This encourages quick scanning of the options. Where?s Wilma?, like its partner game, is self-checking. Game variations add spice and versatility. For 2-4 players.