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This is a great question that we cover at some length in our Logic Games Bible. It's in the chapter called "Advanced Features and Techniques," in a section labeled "How to Recognize Limited Solution Set Games." I only mention that in case you have the Logic Games Bible, that way you can read a detailed rundown there in addition to what I'll say.
Echoing the Logic Games Bible, it's important to realize there is no single game type or rule type that lends itself automatically to the use of templates. There are often a combination of limitations built into the scenario and rules in the game that constrain the number of outcomes. There are several basic factors to pay attention to. First, watch for numerical limitations. For example: a small number of variables or available spaces; OR a set of rules that fix the positions of large numbers of variables either absolutely or relative to one another and that therefore leave only a few variables free to move around. Second, watch for "duality." For example: a variable that can only be in one of two slots, or a slot that can only have one of two variables. Third, watch for a large number of disparate rules, particularly where a variable shows up in multiple rules (three or more). Fourth, watch for a "space taking" element in the rules, such as a very large and unwieldy block or sequence of variables. These are the most common elements you'll find in templating scenarios, and it's often a combination of two or more such factors that tips my hand to look for templates.
More specifically, this game is a great example of a "Pure Sequencing" game (i.e., a linear game where all the rules are generic sequencing rules) that often lends itself to templates. In most Pure Sequencing games, the rules will allow you to create a "master chain" of variables that includes all (or all but one) of the variables. Here, the rules don't let us create such a "master chain." But, if we follow the "either-or" possibilities inherent in the last two rules, we can use the combinations inherent in those possibilities (plus the first rule) to create the 4 different possible "master chains." This is an infrequently used structure for Pure Sequencing games, but if you ever run across a Pure Sequencing game where the rules don't naturally lead to an all-inclusive (or almost all-inclusive) master chain of variables, you should be on the lookout for templates because they're likely to be operative in such a game.
I hope this helps!