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# pragma GCC optimize ("O3")
# pragma GCC optimize ("Ofast")
# pragma GCC optimize ("unroll-loops")
# pragma GCC target("sse,sse2,sse3,ssse3,sse4,avx,avx2")
#include <bits/stdc++.h>
#include <ext/pb_ds/assoc_container.hpp>
#include <ext/pb_ds/tree_policy.hpp>
#include <ext/rope>
using namespace std;
using namespace __gnu_pbds;
using namespace __gnu_cxx;
typedef unsigned int ui;
typedef long long ll;
typedef unsigned long long ull;
typedef pair<int, int> pii;
typedef vector<int> vi;
typedef tuple<int, int, int> ti3;
typedef tuple<int, int, int, int> ti4;
typedef stack<int> si;
typedef queue<int> qi;
typedef priority_queue<int> pqi;
typedef pair<ll, ll> pll;
typedef vector<ll> vl;
typedef tuple<ll, ll, ll> tl3;
typedef tuple<ll, ll, ll, ll> tl4;
typedef stack<ll> sl;
typedef queue<ll> ql;
typedef priority_queue<ll> pql;
typedef tree<int, null_type, less<int>, rb_tree_tag, tree_order_statistics_node_update>ordered_set;
const int dx[4] = { 1,0,-1,0 };
const int dy[4] = { 0,1,0,-1 };
const int ddx[8] = { 0,0,1,1,1,-1,-1,-1 }, ddy[8] = { 1,-1,1,0,-1,1,0,-1 };
ll POW(ll a, ll b, ll MMM) { ll ret = 1; for (; b; b >>= 1, a = (a*a) % MMM)if (b & 1)ret = (ret*a) % MMM; return ret; }
ll GCD(ll a, ll b) { return b ? GCD(b, a%b) : a; }
ll LCM(ll a, ll b) { if (a == 0 || b == 0)return a + b; return a / GCD(a, b) * b; }
ll INV(ll a, ll m) {
ll m0 = m, y = 0, x = 1;
if (m == 1) return 0;
while (a > 1) {
ll q = a / m;
ll t = m;
m = a % m, a = t;
t = y;
y = x - q * y;
x = t;
}
if (x < 0) x += m0;
return x;
}
pll EXGCD(ll a, ll b) {
if (b == 0) return { 1,0 };
auto t = EXGCD(b, a%b);
return { t.second,t.first - t.second*(a / b) };
}
bool OOB(ll x, ll y, ll N, ll M) { return 0 > x || x >= N || 0 > y || y >= M; }
#define X first
#define Y second
#define rep(i,a,b) for(int i = a; i < b; i++)
#define pb push_back
#define all(x) (x).begin(), (x).end()
#define sz(a) ((int)(a.size()))
#define sf1(a) cin >> a
#define sf2(a,b) cin >> a >> b
#define sf3(a,b,c) cin >> a >> b >> c
#define sf4(a,b,c,d) cin >> a >> b >> c >> d
#define sf5(a,b,c,d,e) cin >> a >> b >> c >> d >> e
#define sf6(a,b,c,d,e,f) cin >> a >> b >> c >> d >> e >> f
#define pf1(a) cout << (a) << ' '
#define pf2(a,b) cout << (a) << ' ' << (b) << ' '
#define pf3(a,b,c) cout << (a) << ' ' << (b) << ' '<< (c) << ' '
#define pf4(a,b,c,d) cout << (a) << ' ' << (b) << ' '<< (c) << ' '<< (d) << ' '
#define pf5(a,b,c,d,e) cout << (a) << ' ' << (b) << ' '<< (c) << ' '<< (d) << ' '<< (e) << ' '
#define pf6(a,b,c,d,e,f) cout << (a) << ' ' << (b) << ' '<< (c) << ' '<< (d) << ' '<< (e) << ' ' << (f) << ' '
#define pf0l() cout << '\n';
#define pf1l(a) cout << (a) << '\n'
#define pf2l(a,b) cout << (a) << ' ' << (b) << '\n'
#define pf3l(a,b,c) cout << (a) << ' ' << (b) << ' '<< (c) << '\n'
#define pf4l(a,b,c,d) cout << (a) << ' ' << (b) << ' '<< (c) << ' '<< (d) << '\n'
#define pf5l(a,b,c,d,e) cout << (a) << ' ' << (b) << ' '<< (c) << ' '<< (d) << ' '<< (e) << '\n'
#define pf6l(a,b,c,d,e,f) cout << (a) << ' ' << (b) << ' '<< (c) << ' '<< (d) << ' '<< (e) << ' ' << (f) << '\n'
#define pfvec(V) for(auto const &t : V) pf1(t)
#define pfvecl(V) for(auto const &t : V) pf1(t); pf0l()
int main(void) {
ios::sync_with_stdio(false);
cin.tie(0);
cout << fixed;
cout.precision(20);
///////////////////////////////////////////////
int tc;
sf1(tc);
while(tc--){
int n;
sf1(n);
ll w = 0;
ll b = 0;
vector<pii> bricks;
rep(i,0,n){
int num;
string s;
sf2(num,s);
if(s[0]=='B'){
b += num;
bricks.pb({num,0});
}
else{
w += num;
bricks.pb({num,1});
}
}
if(b == 0 or w == 0){
pf1l(b+w);
continue;
}
ll curb = 0;
ll curw = 0;
int tot = 0;
rep(i,0,n){
//pf2l(curb,curw);
if(bricks[i].Y == 0){ // 현재 블럭이 black일 때
if(curb*w >= b*curw){ // black이 더 많을 떄.(같다로 하는 이유는, 같은건 어차피 처리가 다 됐고 0,0일 때만 저렇게 하면 예외처리됨)
curb += bricks[i].X;
continue;
}
if(b*curw % w != 0){ // 비율을 맞게하는 정수가 존재하지 않음
curb += bricks[i].X;
continue;
}
ll aim = b*curw/w - curb;
if(aim <= bricks[i].X){ // 목표만큼 블럭이 있음
tot++;
curb = bricks[i].X-aim;
curw = 0;
continue;
}
curb += bricks[i].X;
continue;
}
else{ // 현재 블럭이 white일 때
if(curw*b >= w*curb){ // white가 더 많음
curw += bricks[i].X;
continue;
}
if(w*curb % b != 0){ // 비율을 맞게하는 정수가 존재하지 않음
curw += bricks[i].X;
continue;
}
ll aim = w*curb/b - curw;
if(aim <= bricks[i].X){ // 목표만큼 블럭이 있음
tot++;
curw = bricks[i].X-aim;
curb = 0;
continue;
}
curw += bricks[i].X;
continue;
}
}
if(curw+curb != 0)tot++;
pf1l(tot);
}
}