Wilma finds places to hide in all four quadrants. 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. Self-checking. Offers game variations. Supports state and national mathematical standards. Includes the octomino starting board, 44 dominoes and instructions. For 2-4 players. Grades 5 and up.