#include<complex>
#include<vector>
#include<iostream>
#include<stack>
#include<queue>
#include<cmath>

#define FRONT 0x01
#define RIGHT 0x02
#define BACK 0x04
#define LEFT 0x08
#define OVER 0x10

#define CIRCLE_SAME 0x01
#define CIRCLE_CONTAIN 0x02
#define CIRCLE_NO_CROSS 0x04
#define CIRCLE_ONE_CROSS 0x08
#define CIRCLE_ONE_INSIDE_CROSS 0x10
#define CIRCLE_TWO_CROSS 0x20

#define sc second
#define fr first

#define REP(i,n) for(int i = 0; i < (int)(n); ++i)

using namespace std;

typedef double elem;
typedef complex<elem> point, vec;
typedef pair<point, point> line, hline, seg, pp;

const double eps = 1.0e-11;
const double pi = acos(-1.0);
point base(0,0);

// oÍ
ostream &operator<<(ostream &os, const pair<point,point> &p){
  os << p.fr << "-" << p.sc;
  return os;
}

// lZ
inline elem sq(elem a){ return a*a; }
inline elem cq(elem a){ return a*a*a; }

// pxÏ·
elem rad(elem deg){ return (deg/180)*pi; }
elem deg(elem rad){ return (rad*180)/pi; }

// ®¬_Ìô¢AÈÇ
bool eq(elem a, elem b){ return abs(a-b) < eps; }
bool lt(elem a, elem b){ return !eq(a,b) && a < b; }
bool leq(elem a, elem b){ return eq(a,b) || a < b; }
bool gt(elem a, elem b){ return !eq(a,b) && a > b; }
bool geq(elem a, elem b){ return eq(a,b) || a > b; }
bool ltz(elem a){ return lt( a, 0 ); }
bool gtz(elem a){ return gt( a, 0 ); }
bool eqv(vec a, vec b){ return eq( abs(b-a),0); }
bool is_zv(vec v){ return eq(abs(v),0); }
elem emax(elem a, elem b){ return gt(a,b)?a:b; }
elem emin(elem a, elem b){ return lt(a,b)?a:b; }

// _Iy[^
bool far(point a, point b){ return gtz( abs(b-a) ); }
bool near(point a, point b){ return leq( abs(b-a), 0 ); }
elem dot(vec a, vec b){ return (a.real() * b.real() + a.imag() * b.imag() ); }
elem cross(vec a, vec b){ return ( a.real() * b.imag() - a.imag() * b.real() ); }

// a©çbÜÅvñèÌpxAàpA]ñ]
elem varg(vec a, vec b){
  elem ret=arg(a)-arg(b);
  if(lt(ret,0))ret+=2*pi;
  if(gt(ret,2*pi))ret-=2*pi;
  if(eq(ret,2*pi))ret=0;
  return ret;
}
elem arg(vec a, vec b){ return acos( dot(a,b) / ( abs(a) * abs(b) ) ); }
point rot(point p, elem theta){ return p * polar((elem)1.0, theta); }
point rotdeg(point p, elem deg){ return p * polar((elem)1.0, rad(deg)); }
point proj(line l, point p){
  double t=dot(p-l.first,l.first-l.second)/abs(l.first-l.second);
  return l.first + t*(l.first-l.second);
}
point reflect(line l, point p){ return p+2.0*(proj(l,p)-p); }

// ñ_Ô£A¼üÆ_ÌÅZ£AüªÆ_ÌÅZ£
elem dist(point a, point b){ return abs(a-b); }
elem dist_l(line l, point x){ return abs(cross(l.sc-l.fr,x-l.fr)) / abs(l.sc-l.fr); }
elem dist_seg(seg s, point x)
{
  if( ltz( dot(s.sc-s.fr,x-s.fr) ) ) return abs(x-s.fr);
  if( ltz( dot(s.fr-s.sc,x-s.sc) ) ) return abs(x-s.sc);
  return dist_l(s,x);
}

// PÊxNgA@üxNgAPÊ@üxNg
vec uvec(vec a){ return a / abs(a); }
vec nmr(vec a){ return a * vec(0,-1); }
vec nml(vec a){ return a * vec(0,1); }
vec unmr(vec a){ return uvec( nmr(a) ); }
vec unml(vec a){ return uvec( nml(a) ); }

// CCW oXg¾ªA¸xÉæé
int ccw(point a, point b, point x){
  b -= a;
  x -= a;
  // if( is_zv(b) || is_zv( x ) ) return ERROR;
  if( gtz( cross(b,x) ) ) return LEFT;
  if( ltz( cross(b,x) ) ) return RIGHT;
  if( ltz( dot(b,x) ) ) return BACK;
  if( lt( abs(b), abs(x) ) ) return FRONT;
  return OVER;
}

// üªÌð·»è
bool intersectedSS(seg a, seg b)
{
  if( ccw(a.fr,a.sc,b.fr)&OVER || ccw(a.fr,a.sc,b.sc)&OVER ) return true;
  return
    ( ccw(a.fr,a.sc,b.fr) | ccw(a.fr,a.sc,b.sc) ) == (LEFT|RIGHT) &&
    ( ccw(b.fr,b.sc,a.fr) | ccw(b.fr,b.sc,a.sc) ) == (LEFT|RIGHT) ;
}
// ¼üÌð·»è
bool intersectedLL(line a, line b){ return !eq( cross(a.sc-a.fr,b.sc-b.fr), 0.0 ); }

// ð_vZ
point intersectionSS(seg a, seg b)
{
  elem d1 = dist_l(b,a.fr);
  elem d2 = dist_l(b,a.sc);
  return a.fr + ( d1 / (d1 + d2 ) ) * (a.sc-a.fr);
}
point intersectionLL(line a, line b)
{
  vec va = a.sc - a.fr;
  vec vb = b.sc - b.fr;
  return a.fr + va * ( cross(vb, b.fr - a.fr) / cross(vb,va) );
}

// üªð_êÅ
bool intersectionLL(line a, line b, point &ret){
  return intersectedLL( a, b ) ? ret = intersectionLL( a, b ), true : false;
}
bool intersectionLH(line a, hline b, point &ret){
  point tmp;
  return intersectionLL(a,b,tmp) ? ( ccw(b.fr,b.sc,tmp)&(OVER|FRONT) ? ret=tmp, true : false ) : false;
}
bool intersectionLS(line l, seg s, point &ret){
  point tmp;
  return intersectionLL(l,s,tmp) ? ( ccw(s.fr,s.sc,tmp)&OVER ? ret=tmp, true : false ) : false;
}
bool intersectionHH(hline a, hline b, point &ret){
  point tmp;
  return intersectionLL(a,b,tmp) ? ( ccw(a.fr,a.sc,tmp)&(OVER|FRONT)&&ccw(b.fr,b.sc,tmp)&(OVER|FRONT) ? ret = tmp, true : false ) : false;
}
bool intersectionHS(hline a, seg s, point &ret){
  point tmp;
  return intersectionLS(a,s,tmp) ? ( ccw(a.fr,a.sc,tmp)&(OVER|FRONT) ? ret = tmp, true : false ) : false;
}
bool intersectionSS(seg a, seg b, point &ret){
  return intersectedSS(a,b) ? ret = intersectionSS(a,b), true : false;
}

struct rectangle{
  int id;
  vector<point> p;
  vector<int> con;
  rectangle(int id):id(id){p.reserve(4);}
  bool inside( point t )const{
    int n = p.size();
    for(int i = 0; i < n; ++i){
      if( RIGHT != ccw(p[i],p[(i+1)%n],t) ){
	return false;
      }
    }
    return true;
  }
  bool include( const rectangle &r ) const {
    for(int i = 0; i < r.p.size(); ++i){
      if( !inside( r.p[i] ) ) return false;
    }
    return true;
  }
  bool online( point t )const{
    int n = p.size();
    for(int i = 0; i < p.size(); ++i){
      if( ccw(p[i],p[(i+1)%n],t) == OVER ) return true;
    }
    return false;
  }
  bool touch( const rectangle &r )const{
    int n = p.size();
    int rn = r.p.size();

    for(int i = 0; i < rn; ++i){
      if( inside(r.p[i]) || online(r.p[i]) ) return true;
    }
    for(int i = 0; i < n; ++i){
      seg l(p[i],p[(i+1)%n]);
      for(int i = 0; i < r.p.size(); ++i){
	seg m(r.p[i],r.p[(i+1)%n]);
	if( intersectedSS( l, m ) ) return true;
      }
    }
    return false;
  }
};

int BFS(bool vis[], int st, const vector<rectangle> &vrect)
{
  queue<int> qr;
  qr.push(st);
  vis[st]=true;
  while(!qr.empty()){
    int now = qr.front();
    qr.pop();
    for(int i = 0; i < vrect[now].con.size(); ++i){
      int next = vrect[now].con[i];
      if( !vis[next] ){
	vis[next]=true;
	qr.push( vrect[ vrect[now].con[i] ].id );
      }
    }
  }
  return 1;
}

 int main(){
   while(true){
     int N;
     cin >> N;
     if( N == 0 ) break;
     for(int i = 0; i < N; ++i){
       int M;
       int ans = 0;
       vector<rectangle> vrect;
       cin >> M;
       for(int j = 0; j < M; ++j){
	 rectangle rect(j);
	 for(int k = 0; k < 4; ++k){
	   elem x,y;
	   cin >> x >> y;
	   rect.p.push_back( point(x,y) );
	 }
	 vrect.push_back( rect );
       }

       for(int j = 0; j < vrect.size(); ++j){
	 for(int k = 0; k < vrect.size(); ++k){
	   if( j!=k && vrect[j].touch( vrect[k] ) ){
	     vrect[j].con.push_back( k );
	   }
	 }
       }

       bool vis[vrect.size()];
       fill(vis,vis+vrect.size(),false);
       for(int j = 0; j < vrect.size(); ++j){
	 if( !vis[j] )
	   ans += BFS( vis, j, vrect );
       }

       cout << ans << endl;
     }
   }
   return 0;
 }