text: #include <cstdio>
  #include <cstring>
  #include <cmath>
  #include <cstdlib>
  #include <vector>
  #include <algorithm>
  
  using namespace std;
  const double eps = 1e-6;
  
  inline int dcmp (double x) { if (fabs(x) < eps) return 0; else return x < 0 ? -1 : 1; }
  
  struct Point3 {
  	double x, y, z;
  
  	Point3 (double x = 0, double y = 0, double z = 0): x(x), y(y), z(z) {}
  	bool operator < (const Point3& u) const { return dcmp(x-u.x)<0 || (dcmp(x-u.x)==0 && dcmp(y-u.y)<0) || (dcmp(x-u.x)==0 && dcmp(y-u.y)==0 && dcmp(z-u.z) < 0); }
  	bool operator > (const Point3& u) const { return u < (*this); }
  	bool operator == (const Point3& u) const { return !(u < (*this) || (*this) < u); }
  	bool operator != (const Point3& u) const { return !((*this) == u); }
  	Point3 operator + (const Point3& u) const { return Point3(x+u.x, y+u.y, z+u.z); }
  	Point3 operator - (const Point3& u) const { return Point3(x-u.x, y-u.y, z-u.z); }
  	Point3 operator * (const double u) const { return Point3(x*u, y*u, z*u); }
  	Point3 operator / (const double u) const { return Point3(x/u, y/u, z/u); }
  
  	void read () { scanf("%lf%lf%lf", &x, &y, &z); }
  };
  
  typedef Point3 Vector3;
  
  namespace Vectorial {
  	double getDot(Vector3 a, Vector3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
  	double getLength(Vector3 a) { return sqrt(getDot(a, a)); }
  	double getAngle(Vector3 a, Vector3 b) { return acos(getDot(a, b) / getLength(a) / getLength(b)); }
  	Vector3 getCross (Vector3 a, Vector3 b) { return Vector3(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x); }
  	Vector3 getNormal(Point3 a, Point3 b, Point3 c) {  
  		Vector3 u = a-b, v = b-c;
  		Vector3 k = getCross(u, v);
  		return k / getLength(k);
  	}
  	double getDistancePointToPlane (Point3 p, Point3 p0, Vector3 v) { return fabs(getDot(p-p0, v)); }
  	Point3 getPlaneProjection (Point3 p, Point3 p0, Vector3 v) { return p - v * getDot(p-p0, v); }
  };
  
  namespace Linear {
  	using namespace Vectorial;
  	double getDistancePointToLine(Point3 p, Point3 a, Point3 b) {
  		Vector3 v1 = b-a, v2 = p-a;
  		return getLength(getCross(v1,v2)) / getLength(v1);
  	}
  	double getDistancePointToSegment(Point3 p, Point3 a, Point3 b) {
  		if (a == b) return getLength(p-a);
  		Vector3 v1 = b-a, v2 = p-a, v3 = p-b;
  		if (dcmp(getDot(v1, v2)) < 0) return getLength(v2);
  		else if (dcmp(getDot(v1, v3)) > 0) return getLength(v3);
  		else return getLength(getCross(v1, v2)) / getLength(v1);
  	}
  
  	bool getPointLineToLine (Point3 a, Vector3 u, Point3 b, Vector3 v, double& s) {
  		double p = getDot(u, u) * getDot(v, v) - getDot(u, v) * getDot(u, v);
  		if (dcmp(p) == 0) return false;
  		double q = getDot(u, v) * getDot(v, a-b) - getDot(v, v) * getDot(u, a-b);
  		s = q/p;
  		return true;
  	}
  
  	double getDistanceLineToLine (Point3 a, Vector3 u, Point3 b, Vector3 v) {
  		double s, t;
  		bool flag1 = getPointLineToLine(a, u, b, v, s);
  		bool flag2 = getPointLineToLine(b, v, a, u, t);
  		if (flag1 && flag2) {
  			Point3 p = a + u * s, q = b + v * t;
  			return getLength(p-q);
  		}
  		return 0;
  	}
  
  	double getDistanceSegmentToSegment(Point3 a, Point3 b, Point3 c, Point3 d) {
  		double s, t;
  		bool flag1 = getPointLineToLine(a, b-a, c, d-c, s);
  		bool flag2 = getPointLineToLine(c, d-c, a, b-a, t);
  		if (flag1 && flag2 && dcmp(s) > 0 && dcmp(s- 1) < 0 && dcmp(t) > 0 && dcmp(t-1) < 0) {
  			Vector3 u = b-a, v = d-c;
  			Point3 p = a + u * s, q = c + v * t;
  			return getLength(p-q);
  		} else {
  			double ans = 1e20;
  			ans = min(ans, getDistancePointToSegment(a, c, d));
  			ans = min(ans, getDistancePointToSegment(b, c, d));
  			ans = min(ans, getDistancePointToSegment(c, a, b));
  			ans = min(ans, getDistancePointToSegment(d, a, b));
  			return ans;
  		}
  	}
  };
  
  namespace Triangular {
  	using namespace Vectorial;
  	using namespace Linear;
  	double getArea (Point3 a, Point3 b, Point3 c) { return getLength(getCross(b-a, c-a)); }
  	bool onTriangle (Point3 p, Point3 a, Point3 b, Point3 c) {
  		double area1 = getArea(p, a, b);
  		double area2 = getArea(p, b, c);
  		double area3 = getArea(p, c, a);
  		return dcmp(area1 + area2 + area3 - getArea(a, b, c)) == 0;
  	}
  	bool haveIntersectionTriSeg (Point3 p0, Point3 p1, Point3 p2, Point3 a, Point3 b, Point3& p) {
  		Vector3 v = getCross(p1-p0, p2-p0);
  		if (dcmp(getDot(v, b-a)) == 0) return false;
  		else {
  			double t = getDot(v, p0 - a) / getDot(v, b-a);
  			if (dcmp(t) < 0 || dcmp(t-2) > 0) return false;
  			p = a + (b-a) * t;
  			return onTriangle(p, p0, p1, p2);
  		}
  	}
  	double getDistancePointToTriangle(Point3 p, Point3 a, Point3 b, Point3 c) {
  		double ret = 1e20;
  		ret = min(ret, getDistancePointToSegment(p, a, b));
  		ret = min(ret, getDistancePointToSegment(p, b, c));
  		ret = min(ret, getDistancePointToSegment(p, c, a));
  
  		Vector3 v = getNormal(a, b, c);
  		Point3 tmp = getPlaneProjection(p, a, v);
  		if (onTriangle(tmp, a, b, c)) 
  			ret = min(ret, getDistancePointToPlane(p, a, v));
  		return ret;
  	}
  };
  
  struct Face {
  	int v[3];
  	Face (int a = 0, int b = 0, int c = 0) { v[0] = a, v[1] = b, v[2] = c;}
  	Vector3 normal (Point3 *p) const { return Vectorial::getCross(p[v[1]] - p[v[0]], p[v[2]]-p[v[0]]); }
  	int cansee (Point3 *p, int i) const {
  		return Vectorial::getDot(p[i]-p[v[0]], normal(p)) > 0 ? 1 : 0;
  	}
  };
  
  namespace Polygonal {
  	using namespace Vectorial;
  
  	/* 有向体积，是4边形的6倍 */
  	double getVolume (Point3 a, Point3 b, Point3 c, Point3 d) { return fabs(getDot(d-a, getCross(b-a, c-a)) / 6); }
  
  	int vis[1005][1005];
  	double rand01() { return rand() / (double) RAND_MAX; }
  	double randeps() { return (rand01() - 0.5) * eps; }
  	Point3 addNoise(Point3 p) { return Point3(p.x+randeps(), p.y+randeps(), p.z+randeps()); }
  	vector<Face> CH3D (Point3 *o, int n, Point3* p) {
  		for (int i = 0; i < n; i++) p[i] = addNoise(o[i]);
  
  		memset(vis, -1, sizeof(vis));
  		vector<Face> cur;
  		cur.push_back(Face(0, 1, 2));
  		cur.push_back(Face(2, 1, 0));
  
  		for (int i = 3; i < n; i++) {
  			vector<Face> net;
  			for (int j = 0; j < cur.size(); j++) {
  				Face& f = cur[j];
  				int res = f.cansee(p, i);
  				if (!res) net.push_back(f);
  				for (int k = 0; k < 3; k++) vis[f.v[k]][f.v[(k+1)%3]] = res;
  			}
  
  			for (int j = 0; j < cur.size(); j++) {
  				for (int k = 0; k < 3; k++) {
  					int a = cur[j].v[k], b = cur[j].v[(k+1)%3];
  					if (vis[a][b] != vis[b][a] && vis[a][b])
  						net.push_back(Face(a, b, i));
  				}
  			}
  			cur = net;
  		}
  		return cur;
  	}
  
  	Point3 getCenter (const vector<Face>& f, Point3* p) {
  		int n = f.size();
  		double sv = 0, sx = 0, sy = 0, sz = 0;
  		for (int i = 0; i < n; i++) {
  			double v = getVolume(Point3(0, 0, 0), p[f[i].v[0]], p[f[i].v[1]], p[f[i].v[2]]);
  			sv += v;
  			sx += (p[f[i].v[0]].x + p[f[i].v[1]].x + p[f[i].v[2]].x) * v;
  			sy += (p[f[i].v[0]].y + p[f[i].v[1]].y + p[f[i].v[2]].y) * v;
  			sz += (p[f[i].v[0]].z + p[f[i].v[1]].z + p[f[i].v[2]].z) * v;
  		}
  		return Point3(sx/sv/4, sy/sv/4, sz/sv/4);
  	}
  };
  
  using namespace Linear;
  using namespace Triangular;
  using namespace Polygonal;
  
  const int maxn = 505;
  
  int N, M;
  double ang[maxn];
  Point3 P[maxn], T[maxn];
  
  bool judge (Point3 p) {
  	for (int i = 0; i < M; i++) {
  		if (dcmp(getAngle(p, T[i]) - ang[i]) <= 0)
  			return true;
  	}
  	return false;
  }
  
  int main () {
  	while (scanf("%d", &N) == 1 && N) {
  		for (int i = 0; i < N; i++) P[i].read();
  		scanf("%d", &M);
  		for (int i = 0; i < M; i++) T[i].read(), scanf("%lf", &ang[i]);
  
  		int ans = 0;
  		for (int i = 0; i < N; i++)
  			if (judge(P[i])) ans++;
  		printf("%d\n", ans);
  	}
  	return 0;
  }
  