I have played a number of solo games with these rules and liked them . However ....being a typical wargamer I feel the need to tinker.
The number of optional rules (towards the back) require you to build all sorts of unique units that do almost nothing. Being stingy by nature I thought that there must be another (better?) way. So here's my first attempts at 'chance' cards:
I throw 1d6 at the start of each turn and draw a card if a 5 or 6 is thrown. The card is passed to the appropriate side (red dot for Imperials, black for Zulus) or is diced for with 1d6 (1-3 to Imperials, 4-6 to Zulus). A player may use the card during his/her turn. No player can hold more than 5 cards in his/her hand.
So far this approach has added a little 'spice' without skewing the game. After a few more trials I will, no doubt, create proper cards. If any of my readers have any suggestions then please drop me a comment.