But then you may also have spaces that make the player go back, give up some of their resources, or even lose their turn entirely. Sometimes these penalties can feel overly punishing, especially when it means that player doesn't get as many turns as someone else. It's important to imagine what kind of experience a player might have if they get unlucky and encounter every penalty and negative outcome your game can throw at them. It could happen! That would be a pretty awful experience and they might not want to try your game again.
So, whenever possible, instead of putting "good" and "bad" options in your game, include good and better options instead. This means making sure that almost everything the players might do in your game feels like a good experience to some degree, even when they're losing. Everything they do gives them more interesting choices, extra resources, or new ways to play.
But not all of these elements should be equally good--you still need to make it possible for some players to use better strategies (or luck) to win. For example, if an action in your game gives the player a chance of getting a -1 result or a +1 result, it may be worth changing those values to +1 and +3 instead. There is still a difference of 2 between them, but a +1 feels good, and a +3 feels even better. And try changing "lose a turn" spaces to "take an extra turn" spaces instead. It's much more fun to get another turn than sit around while everyone else plays without you.
By using the principle of good and better in your game, even someone who gets the worst possible outcome every time and loses the game might still have a good experience. And when your game is even fun to lose, everyone at the table will want to play it again and again.