Quick answer: Issue short-lived, single-use claim tokens bound to the event and account, validate expiry server-side, and mark each token consumed on first use.
Your limited-time event hands the client a claim token. Players capture it and replay it after the event ends, or reuse it repeatedly, because the token is long-lived and not single-use. Make tokens expire quickly and burn on first redemption so a saved token is worthless.
How to fix it
1. Issue short-lived tokens
Give claim tokens a short server-validated expiry tied to the event window, and reject expired tokens so a banked one cannot be used later.
2. Bind and single-use them
Bind each token to the account and event, and mark it consumed server-side on first redemption, so a replayed token is rejected as already used.
3. Decide eligibility on the server
Verify event participation and timing against server records at claim time rather than trusting the token alone, so a forged or stale token grants nothing.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.