Entertainment card with electronic authentication device

By embedding electronic memory and processing circuits in entertainment cards and using wireless communication with authentication devices and servers to verify the authenticity of the cards, the problem of counterfeit cards is solved, achieving higher authenticity verification and transaction security.

CN120695423APending Publication Date: 2025-09-26SEAL NETWORK BV
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Patent Information

Application Number
CN202510908164.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2019-03-04
Filing Date
2020-03-02
Publication Date
2025-09-26

AI Technical Summary

Technical Problem

The problem of counterfeit entertainment cards has led to a crisis of consumer trust and the erosion of the intrinsic value of the cards. Existing technology makes it difficult to effectively distinguish between real and counterfeit cards.

Method used

Electronic memory, antenna and processing circuit are embedded in the entertainment card, and the authenticity of the card is verified through wireless communication with the authentication device and server. The authenticity of the card is ensured by using an authentication token and a counter, which is increased or synchronized during the authentication process.

Benefits of technology

It increases the difficulty of counterfeiting cards, enhances the authenticity verification of cards, reduces the risk of transaction interruption, and improves consumer trust.

✦ Generated by Eureka AI based on patent content.

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Abstract

Some embodiments relate to an entertainment card system (100) arranged to authenticate an entertainment card (110) for playing a card game. The entertainment card system comprises an entertainment card (110), an entertainment card authentication device (200) and an entertainment card authentication server (300). The entertainment card (110) includes an electronic memory (120) storing authentication data (122) and a counter (124).
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Description

[0001] This application is a divisional application of the invention patent application with the application date of March 2, 2020, application number 202080018817.5, and name “Entertainment Cards with Electronic Authentication Device”. Technical Field

[0002] The present invention relates to an entertainment card system, an entertainment card, an entertainment card authentication device, an entertainment card authentication server, an entertainment card authentication method, and a computer-readable medium. Background Art

[0003] Trading card games (TCGs), also known as collectible card games (CCGs), are games played using tradable and collectible trading cards. These games are becoming increasingly popular. For example, the game "Magic: The Gathering" (MTG) has a large number of active players. Other examples of trading card games include: Pokémon TCG, World of Warcraft TCG, Hearthstone, and others. Hybrids between computer games and card games are also known. For example, in the game "Kantai Collection," players collect cards like in a TCG, but in order to play, they scan the cards into a game console (e.g., an arcade console). Another example of such a computer game using trading cards is "Sengoku Taisen."

[0004] In a TCG, players collect cards representing game elements (such as characters, abilities, etc.) that can be used during gameplay. Typically, players acquire a large collection of fun cards by purchasing many small stacks of new cards (called foils or packs); it is often unknown which fun cards will be included in the foils. From this large collection of fun cards, players assemble a set of cards (called a deck) that they use to play the game. Players with better cards in their decks enjoy some advantage during gameplay. For example, a pack might contain around 6 random cards, while a deck might contain 60 selected cards.

[0005] The manufacture and sale of trading card games has become a large business. An estimated 22 million players played the game in 2014, a 35% increase over the previous four years. In addition to selling new cards, there is also a vibrant secondary market where players can directly acquire the cards they need for their decks.

[0006] Unfortunately, counterfeiting of entertainment cards is a significant problem in the business. As entertainment cards become increasingly expensive, the incentive for counterfeiting increases. Counterfeits can be difficult to distinguish from authentic cards. Counterfeiting erodes consumer trust. Without trust in the collectible nature of the game, cards lose their intrinsic value.

[0007] Therefore, it is desirable to devise a technical solution to the problem of counterfeiting in the field of entertainment playing cards. Summary of the Invention

[0008] This problem is solved by the entertainment card system, entertainment card, entertainment card authentication device, entertainment card authentication server, entertainment card authentication method, and computer-readable medium as described in this article.

[0009] The entertainment card may be configured for playing a card game. The entertainment card may include an electronic memory, an antenna, and processing circuitry. The memory may store authentication data and / or a counter. The antenna may be configured for wireless communication. The processing circuitry may be configured for one or more of the following:

[0010] - wirelessly receiving a digital command from an electronic entertainment card authentication device via said antenna,

[0011] - creating an authentication token in response to receiving an authentication command, said creating comprising reading said authentication data and said counter from said memory and applying a cryptographic function to said authentication data and said counter, and

[0012] - wirelessly transmitting the authentication token to the device via the antenna, and

[0013] - incrementing a counter stored in said memory.

[0014] The authenticity of the card can be verified using an authentication device and an authentication server. For example, the authentication device can interact locally and wirelessly with the entertainment card. The resulting token can then be verified using the authentication server, for example, using information available at the server (e.g., corresponding authentication data and / or corresponding counters). Note that the token can be generated on the entertainment card so that the authentication data does not need to be available outside the card, or at least not all of it is available outside the card. This makes counterfeiting the card more difficult because the counterfeiter does not know what information is contained in the counterfeit card.

[0015] After the entertainment card creates the authentication token, a counter stored on the entertainment card can be incremented. There are at least two different options for achieving this. In the first option, the counter on the card takes precedence. For example, this counter can be incremented after each action. For example, the entertainment card can be configured so that it increments the counter at the same time as the authentication token is created. This option has the advantage that, for example, the transaction is less likely to be interrupted. In particular, on the card side, it is unlikely that the authentication token can be successfully generated without updating the counter. While possible, it is more likely that the counter on the card will be incremented without the counter on the server being incremented, for example due to a malfunction in the authentication device. In this option, it is possible that the counter on the card will be greater than the counter on the server.

[0016] In the second option, the counter on the server takes precedence. For example, after the entertainment card receives a command (e.g., a signal) indicating that the counter should be incremented, the counter is incremented. After successful authentication, either option can be combined with updating the authentication data on the entertainment card. However, the second option has the advantage that the command to increment the counter can be combined with the command to update the authentication. For example, after successful authentication, new authentication data is sent from the server to the card, possibly via an authentication device, and this new authentication data is written back to the card. The new authentication data can include the new value of the counter, but it can also include a command to update the existing counter on the card. The authentication data can include random data. The second option has the disadvantage that the transaction may be more easily interrupted. Consequently, the counter on the card is not updated, while the same counter stored on the server is updated. In this option, it is possible that the counter on the server is larger than the counter on the card.

[0017] The entertainment cards, the authentication device and the authentication server are electronic devices. In particular, the entertainment cards and the authentication device can be mobile electronic devices.

[0018] In one embodiment, the authentication server is configured to generate a computer network address through which an information page can be accessed via the computer network. The information page includes information indicating the authentication result of the entertainment card. For example, the computer network address can be made available to the entertainment card authentication device.

[0019] For example, the authentication server may generate a web page that includes information about the card. This information may include the authenticity of the card and / or its current owner. This information may also include the date and time the authenticity of the card was last verified at the authentication server. This information may also include further information about the card, such as an image, text information, etc. The computer network address may be a URL. The computer network may be the Internet. The computer network address or URL may be referred to as a proof link. The proof link may be valid for a limited time. For example, in one embodiment, after the validity of the proof link expires, the authentication server may be configured to display the link as expired instead of displaying the authenticity information. This feature further reduces the possibility of fraud.

[0020] Another aspect of the present invention relates to a physical object comprising electronic storage, such as the entertainment cards described herein. Like the entertainment cards, the physical object can be authenticated using an online authentication server via an authentication device. This can be applied, for example, to objects such as branded shoes, perfumes, and the like. An embodiment of the method can be implemented on a computer as a computer-implemented method, or can be implemented in dedicated hardware, or can be implemented in a combination of the two. Executable code for an embodiment of the method can be stored on a computer program product. Examples of computer program products include memory devices, optical storage devices, integrated circuits, servers, online software, and the like. Preferably, the computer program product includes non-transitory program code stored on a computer-readable medium for executing an embodiment of the method when the program product is executed on a computer.

[0021] In one embodiment, the computer program comprises computer program code, which is adapted to perform all or part of the steps of an embodiment of the method when the computer program is run on a computer. Preferably, the computer program is implemented on a computer readable medium.

[0022] Another aspect of the present invention provides a method of making a computer program available for download. This aspect is used when the computer program is uploaded to, for example, Apple's App Store, Google's Play Store, or Microsoft's Windows Store, and when the computer program is downloadable from such a store.

[0023] The objectives of the present invention are achieved by the entertainment card system, entertainment card, entertainment card authentication device, entertainment card authentication server, entertainment card package / entertainment card authentication method, and computer-readable medium described in the following items 1-31.

[0024] 1. An entertainment card system, the entertainment card system being arranged to authenticate entertainment cards used to play a card game, the entertainment card system comprising entertainment cards, an entertainment card authentication device, and an entertainment card authentication server, wherein:

[0025] A: The entertainment cards include:

[0026] - an electronic memory storing authentication data,

[0027] - an antenna arranged for wireless communication,

[0028] - processing circuitry arranged to:

[0029] - wirelessly receiving a digital command from an electronic entertainment card authentication device via said antenna,

[0030] - creating an authentication token in response to receiving an authentication command, said creating comprising reading said authentication data from said memory and applying a cryptographic function to said authentication data,

[0031] - wirelessly transmitting said authentication token to said device via said antenna,

[0032] B: The entertainment card authentication device is arranged to verify the authenticity of the entertainment card, and the entertainment card authentication device includes:

[0033] - a communication unit arranged to communicate with the entertainment card authentication server via a computer network,

[0034] - an antenna arranged for wireless communication with said entertainment cards,

[0035] - processing circuitry arranged to:

[0036] - wirelessly sending a digital authentication command to the entertainment card via the antenna,

[0037] - receiving an authentication token from said entertainment card in response to said digital authentication command,

[0038] - sending the authentication token to the authentication server via the communication unit, and

[0039] - receiving information about the authenticity of said entertainment cards from said authentication server,

[0040] C: The entertainment card authentication server is configured to verify the authenticity of the entertainment card, and the entertainment card authentication server includes:

[0041] - an electronic memory for storing authentication data,

[0042] - a communication unit arranged to communicate with the entertainment card authentication device via the computer network,

[0043] - processing circuitry arranged to:

[0044] - receiving the authentication token from the entertainment card authentication device,

[0045] - verifying the authentication token with authentication data stored in a memory of the entertainment card authentication server, and

[0046] - If the verification is successful, information indicating authenticity is sent to the entertainment card authentication device.

[0047] 2. An entertainment deck of cards arranged for playing a card game, the entertainment deck comprising:

[0048] - an electronic memory storing authentication data,

[0049] - an antenna arranged for wireless communication,

[0050] - processing circuitry arranged to:

[0051] - wirelessly receiving a digital command from an electronic entertainment card authentication device via said antenna,

[0052] - creating an authentication token in response to receiving an authentication command, said creating comprising reading said authentication data from said memory and applying a cryptographic function to said authentication data to

[0053] and

[0054] - Wirelessly transmitting the authentication token to the device via the antenna.

[0055] 3. An entertainment card authentication device for verifying the authenticity of an entertainment card and the entertainment card as described in item 2 above, the entertainment card authentication device comprising:

[0056] - a communication unit arranged to communicate with the entertainment card authentication server via a computer network,

[0057] - an antenna arranged for wireless communication with the entertainment cards,

[0058] - processing circuitry arranged to:

[0059] - wirelessly sending a digital authentication command to the entertainment card via the antenna,

[0060] - receiving an authentication token from said entertainment card in response to said digital authentication command,

[0061] - sending the authentication token to the authentication server via the communication unit, and

[0062] - receiving information about the authenticity of the entertainment cards from said authentication server.

[0063] 4. An entertainment card authentication server for verifying the authenticity of entertainment cards, the entertainment card authentication server comprising:

[0064] - an electronic memory for storing authentication data,

[0065] - a communication unit arranged to communicate with the entertainment card authentication device via a computer network,

[0066] - processing circuitry arranged to:

[0067] - receiving an authentication token from said entertainment card authentication device,

[0068] - verifying the authentication token with authentication data stored in a memory of the entertainment card authentication server, and

[0069] - If the verification is successful, information indicating authenticity is sent to the entertainment card authentication device.

[0070] 5. The entertainment card authentication server according to item 4 above, wherein the information page is valid for a limited time.

[0071] 6. An entertainment card authentication server according to any one of items 4-5 above, wherein the entertainment card authentication server is configured to generate a web page to obtain the status of the entertainment card, wherein the web page can be downloaded from the entertainment card authentication server by requesting a specific computer network address, and the specific computer network address is, for example, a website address, such as a URL.

[0072] 7. The entertainment card authentication server according to any one of items 4 to 6 above, wherein the processing circuit is arranged to:

[0073] - generating an information page, such as a web page, including the result of verifying said authentication token,

[0074] - generating an identifier, such as a computer network address, such as a URL, by means of which the information page can be accessed via a computer network, such as the Internet,

[0075] - making said identifier available to said entertainment card authentication device.

[0076] 8. The entertainment card authentication server according to any one of items 4 to 7 above, wherein the information page is valid for a limited time.

[0077] 9. An entertainment card authentication server according to any one of items 4-8 above, wherein the entertainment card authentication server is configured to generate a web page to obtain the status of the entertainment card, wherein the web page can be downloaded from the entertainment card authentication server by requesting a specific computer network address, and the specific computer network address is, for example, a website address, such as a URL.

[0078] 10. The entertainment card, entertainment card authentication device and / or entertainment card authentication server according to any one of the above items, wherein the memory of the entertainment card includes an entertainment card identifier and the authentication token includes the entertainment card identifier.

[0079] 11. The entertainment card, entertainment card authentication device and / or entertainment card authentication server according to item 10 above, wherein the entertainment card identifier is a unique number, such as a UUID.

[0080] 12. The entertainment card authentication device and / or entertainment card authentication server according to item 10 or 11 above, wherein the entertainment card authentication server is arranged to send information about the entertainment card for display on the entertainment card authentication device.

[0081] 13. The entertainment card authentication device and / or entertainment card authentication server according to any one of items 10-12 above, wherein the memory of the authentication device includes a user identifier, the user identifier identifying a user of other services of the entertainment card authentication server,

[0082] - the entertainment card authentication device sends the user identifier with the authentication token,

[0083] - the entertainment card authentication server is arranged to associate the user identifier with an entertainment card identifier in a memory of the entertainment card authentication server, the entertainment card authentication server being arranged to provide access to the entertainment card, among other services.

[0084] 14. An entertainment card authentication server according to any one of items 10-13 above, wherein after the entertainment card is manufactured, the entertainment card identifier of the entertainment card is initially registered as unclaimed, and when the authentication token of the entertainment card is received and verified for the first time, the user identifier received together with the authentication token is stored by the entertainment card authentication server as the owner of the entertainment card.

[0085] 15. The entertainment card authentication server according to any one of the above clauses 4 to 14, wherein upon receiving the authentication token with a new user identifier, the new user identifier is registered as the new owner of the card.

[0086] 16. The entertainment card authentication server according to any one of the above items 4 to 15, wherein a unique code associated with the entertainment card is required to set the card owner.

[0087] 17. The entertainment card authentication server according to any one of the above items 10-16, comprising a database storing cards that have been authenticated for users, wherein the database stores authentication data indexed by entertainment card identifiers.

[0088] 18. The entertainment card authentication server according to any one of items 4 to 17 above, arranged to:

[0089] - generating a blockchain transaction including the entertainment card identifier,

[0090] - Transmitting the blockchain transaction to a blockchain network so that the transaction is processed by a blockchain management device for inclusion in a block on the blockchain.

[0091] 19. The entertainment card of any preceding clause, wherein the memory of the entertainment card stores a card type.

[0092] 20. The entertainment card, entertainment card authentication device and / or entertainment card authentication server according to any one of the preceding clauses, wherein the authentication device is configured to:

[0093] - communicating with the entertainment card and / or the entertainment card authentication server to receive information, the information may include one or more of an entertainment card identifier, a card type of the entertainment card, an image, text, game parameters, and

[0094] - Displaying said information on the entertainment card authentication device.

[0095] 21. An entertainment card, an entertainment card authentication device and / or an entertainment card authentication server according to any one of the above items, wherein the memory of the entertainment card and / or the entertainment card authentication server includes game parameters of the entertainment card, the game parameters are modified when a correctly verified authentication token is received, and the game parameters are sent together with information indicating authenticity.

[0096] 22. According to the entertainment card, entertainment card authentication device and / or entertainment card authentication server described in item 21 above, the game parameters can be retrieved from the entertainment card via the entertainment card authentication device.

[0097] 23. The entertainment card, entertainment card authentication device, and / or entertainment card authentication server according to item 21 or 22 above, wherein the memory of the entertainment card authentication server includes gaming parameters of the entertainment card, the gaming parameters being modified when the authenticity of the entertainment card is verified, and wherein:

[0098] - modified game parameters are provided to the entertainment card by the entertainment card authentication server and stored on the entertainment card, and / or

[0099] - the modified game parameters are displayed on the display of the authentication device,

[0100] - The modified game parameters are stored at the entertainment card authentication server.

[0101] 24. An entertainment card as claimed in any preceding clause, said entertainment card being wrapped in foil, wherein said foil is a metal foil or is lined with a metal material to attenuate wireless signals entering or originating from said antenna.

[0102] 25. An entertainment card pack comprising one or more entertainment cards as described in any of the above items, the pack including another card, the other card including an antenna arranged for wireless communication and processing circuitry arranged to distort wireless signals of the one or more entertainment cards.

[0103] 26. An entertainment card pack comprising one or more entertainment cards as described in any of the above items, the pack including a unique code setting the card owner, for example wherein the code is printed on the inside of the pack, or is printed on the cards included in the pack.

[0104] 27. A pack of entertainment cards comprising one or more entertainment cards as described in any one of the preceding clauses, the pack being wrapped in foil and at least one of the entertainment cards in the pack being lined with a metallic material.

[0105] 28. An entertainment card authentication server according to any one of the preceding clauses, comprising a database storing cards that have been authenticated for a user.

[0106] 29. The entertainment card authentication server according to any one of the above items, comprising:

[0107] - a digital game competition interface, the digital game competition interface being configured to receive a game competition instruction referencing a user's cards, the entertainment card authentication server being configured to:

[0108] - Verifying that the referenced card has been authenticated for the user before allowing the game play instruction to be processed.

[0109] 30. An entertainment card authentication method for authenticating an electronic entertainment card, the method comprising:

[0110] - wirelessly transmitting a digital command through an antenna of an entertainment card authentication device to cause the entertainment card to create an authentication token, the entertainment card including an electronic memory storing authentication data, creating the authentication token including applying a cryptographic function to the authentication data,

[0111] - wirelessly receiving the authentication token via an antenna of the entertainment card authentication device,

[0112] - causing an authentication token to be verified and causing authentication data stored in a memory of an entertainment card authentication server to be communicated to said entertainment card authentication device.

[0113] 31. A computer-readable medium comprising transitory or non-transitory data representing instructions for causing a processor system to execute the method according to item 30 above. BRIEF DESCRIPTION OF THE DRAWINGS

[0114] Further details, aspects and embodiments of the invention will be described by way of example only with reference to the accompanying drawings. The elements in the drawings are illustrated for simplicity and clarity and are not necessarily drawn to scale. In the drawings, elements corresponding to elements already described may have the same reference numerals. In the drawings,

[0115] Figure 1 Schematically illustrating an example of an embodiment of an entertainment card system,

[0116] Figure 2 Schematically illustrating an example of an embodiment of an entertainment card system,

[0117] Figure 3a Schematically illustrating an example of an implementation of a blockchain,

[0118] Figure 3b Schematically illustrating an example of an implementation of a blockchain network,

[0119] Figure 4 Schematically illustrates an example of an embodiment of an entertainment card authentication method,

[0120] Figure 5a schematically shows a computer-readable medium having a writable portion comprising a computer program according to an embodiment,

[0121] Figure 5b schematically illustrates a representation of a processor system according to one embodiment,

[0122] Figure 6 Schematically illustrating an example of an embodiment of an entertainment card system,

[0123] Figure 7 Schematically illustrating an example of an embodiment of an entertainment card system, Figure 8a Schematically illustrates an example of a data model for an embodiment of a marketplace application,

[0124] Figure 8b An example of a flow chart schematically illustrating an embodiment of a marketplace application,

[0125] Figure 9a Schematically illustrating an example of an embodiment of an entertainment card,

[0126] Figure 9b Schematically illustrating an example of an embodiment of a card binder,

[0127] Figure 10 An example of an embodiment of an athletic shoe having a tag embedded therein is schematically illustrated.

[0128] Figure 1 、 Figure 2 、 Figure 3a 、 Figure 3b 、 Figure 4 、 Figure 5a and Figure 5b List of reference numerals in :

[0129] 100 Entertainment Card System

[0130] 110 Entertainment Cards

[0131] 120 Electronic Memory

[0132] 122 Authentication Data

[0133] 124 counter

[0134] 130 Antenna

[0135] 140 processing circuit

[0136] 200 Entertainment Card Authentication Device

[0137] 210 Communication Unit

[0138] 220 Antenna

[0139] 230 processing circuit

[0140] 240 Memory

[0141] 250 Display

[0142] 300 Entertainment Card Authentication Server

[0143] 310 Electronic Storage

[0144] 312 Authentication Data

[0145] 314 Counter

[0146] 320 Communication Unit

[0147] 330 processing circuit

[0148] 340 Entertainment Card Database

[0149] 400 Entertainment Card System

[0150] 410 Entertainment Cards

[0151] 411 Printing Information

[0152] 412 chip

[0153] 413 Antenna

[0154] 414 Text

[0155] 414 Text

[0156] 415 Additional Text

[0157] 416 images

[0158] 450 mobile phones

[0159] 500 Blockchain

[0160] 511,512 transactions

[0161] 521,522 transactions

[0162] Blocks 510,520

[0163] 519,529 consensus proofs

[0164] 530 Blockchain Network

[0165] 531-533 Blockchain Equipment

[0166] 1000 Computer readable medium

[0167] 1010 Writable part

[0168] 1020 Computer Programs

[0169] 1110 Integrated Circuit

[0170] 1120 processing units

[0171] 1122 Memory

[0172] 1124 ASIC

[0173] 1126 Communication Components

[0174] 1130 Interconnect

[0175] 1140 processor system DETAILED DESCRIPTION

[0176] While the invention is susceptible of embodiment in many different forms, one or more specific embodiments are shown in the drawings and will be described in detail herein, it being understood that this disclosure is to be considered as an exemplification of the principles of the invention and is not intended to limit the invention to the specific embodiments shown and described.

[0177] Hereinafter, for the sake of understanding, the elements of the embodiment are described in operation. However, it is obvious that the corresponding elements are arranged to perform the functions described by them.

[0178] Furthermore, the invention is not limited to these embodiments, and the invention lies in each and every novel feature or combination of features described herein or recited in mutually different dependent claims.

[0179] As noted above, it is desirable to implement technological measures to make counterfeiting more difficult. One possible solution to the counterfeiting problem is to embed RFID tags, such as near-field communication (NFC) tags, into entertainment cards. For example, RFID tags can identify the card. An RFID reader, such as a mobile phone or NFC reader, can read the identifying information on the tag. If the identifying information on the tag matches the identifying information visually printed on the card, the card can be concluded to be authentic. This solution makes counterfeiting more difficult because it requires embedding and writing the RFID tag, as well as an accurate visual reproduction of the card to forge the card. For example, NFC tags can be used for RFID tags. For example, an MTG entertainment card can have its unique identifier stored on an RFID chip embedded in the entertainment card. For example, if a unique identifier, such as 5d8a7f95-ac4c-4113-8bdd-55336b86b98c, is read, it can be found that this identifier corresponds to a card with the so-called multiverseID 193868 and the card type and the name "Lord of the Pit." It is also possible to store only the card type identifier or multiverseID, but this prevents card-specific information from being added to the server, such as the card's owner or experience points. The link between a unique physical card and its digital representation using a unique identifier is called a digital twin. If the card in question is found or identified as "Lord of the Abyss," it can be concluded that it is likely authentic. While this solution was an improvement over cards without embedded RFID chips, it was found to be insufficient because RFID tags can be easily copied.

[0180] Figure 1An embodiment of an embodiment of an entertainment card system 100 for solving this problem is schematically shown. The system 100 includes an entertainment card authentication device 200 and an authentication server 300. The system may also include one or more entertainment cards. Figure 1 One entertainment card 110 is shown, there may be more entertainment cards.

[0181] For example, during operation of system 100, the entertainment card authentication device 200 can wirelessly interact with the entertainment card 110. For example, the entertainment card authentication device 200 can receive an encrypted token derived from authentication information stored on the entertainment card 110. The entertainment card authentication device 200 and the entertainment card 110 are placed in close proximity, allowing the two devices to communicate via a direct wireless connection. The entertainment card authentication device 200 can then authenticate the entertainment card 110 via the authentication server 300. For example, the server 300 can verify the encrypted token. The result of the authentication can be displayed on the authentication device 200 as a success or failure signal. As part of the authentication operation, the entertainment card 110 can be modified; for example, a counter can be incremented and / or authentication data can be modified, e.g., overwritten.

[0182] Entertainment card 100 includes electronic memory 120, antenna 130, and processing circuitry 140. For example, memory 120, antenna 130, and circuitry 140 may be implemented as an RFID tag, such as an NFC tag. Antenna 130 is configured for wireless communication, such as RF communication, such as NFC communication. In one embodiment, the wireless communication may be another type, such as Bluetooth, ZigBee, Wi-Fi, UHF, etc., but NFC is preferred. The entertainment card can receive commands via antenna 130, which can be executed by circuitry 140. Circuitry 140 can be a simple circuit configured only for a specific function in one embodiment, or it can be a general-purpose circuit programmed accordingly. NFC can be used for wireless communication between the chip in card 110 and device 200.

[0183] Entertainment cards 110 may be paper cards, laminated cards, plastic cards, etc., with circuitry embedded therein.

[0184] Memory 120 is wirelessly readable, for example, by the entertainment card authentication device 200. For example, the entertainment card authentication device 200 can send a read command to the antenna 130. In one embodiment, memory 120 is also writable, for example, by sending a write command to the antenna 130. However, writing to memory 120 is optional. For example, memory 120 can be read-only. For example, the contents of memory 120 can be set during the manufacture of the entertainment card 110. For example, memory 120 can be write-once memory. Non-writable memory has the advantage that counterfeiters cannot change the memory contents. However, as described below, some embodiments utilize writable memory to gain advantages. Memory 120 includes at least authentication data 122 and preferably also includes a counter 124. Authentication data 122 can be used in authentication operations to prove the authenticity of the card. For example, authentication data 122 can be a random number, for example, randomly selected during manufacture or later during operation (e.g., during an authentication operation). For example, a random number is an unpredictable number. For example, authentication data 122 may include an encryption key, such as a symmetric key, such as a private key in a public / private key pair. A counter may be incremented each time authentication data 122 is involved in an operation, such as each time an authentication operation is performed and / or each time authentication data is updated. The counter may be initialized to a default value, such as zero, which may be the same for all entertainment cards (e.g., all entertainment cards of a certain type); the initial value may be a random value. Memory 120 may store a unique identifier, or additional information such as the card type (e.g., its multiverse ID).

[0185] The processing circuitry can be configured to receive a digital command from the entertainment card authentication device 200 via the antenna. For example, the command can be an authentication command instructing the card to authenticate itself to the device 200. In response to receiving the command, the circuitry creates an authentication token. Creating the token includes reading authentication data and a counter from memory 120, and applying a cryptographic function to the authentication data and counter. Several methods exist for doing this, some of which are described below. After constructing the token, the authentication token is wirelessly transmitted to the authentication device 200, for example, via antenna 130. Following creation or transmission, such as upon completion or successful transmission, the counter 124 in memory 120 is incremented. For example, the counter can be incremented directly after reading the authentication data or after creating the token. For example, the counter can be incremented upon receiving confirmation from the device 200 that the token has been successfully received.

[0186] Memory 120 may store additional information related to the entertainment card 110. For example, memory 120 may store an entertainment card identifier. The entertainment card identifier may be included in the authentication token or transmitted with the token. For example, the entertainment card identifier may be a unique number, such as a UUID. The entertainment card identifier may or may not be an input to calculating the authentication token.

[0187] The processing circuitry and memory may be integrated into an IC (e.g., an NFC IC). The IC may be embedded in an entertainment card. The IC may be configured to perform cryptographic operations. The IC may be capable of running general computer instructions, such as application programs, but this is not required. For example, the IC may be hardwired to perform only a limited set of operations. In one embodiment, the memory may be read wirelessly. However, in one embodiment, the memory cannot be read directly wirelessly and can only be accessed through the processing circuitry. This has a security advantage in that if the contents of the memory cannot be obtained, the contents of the memory cannot be copied. For example, the circuitry may be configured to read memory, such as authentication data, but only transmit the authentication data after an encryption function has been applied to the authentication data (e.g., in the form of an authentication token).

[0188] The authentication device 200 can be configured to verify the authenticity of entertainment cards, particularly the authenticity of the entertainment card 110. The entertainment card authentication device includes an antenna 220 that is arranged for wireless communication with the entertainment card. For example, the antenna 220 and the antenna 130 can be arranged for the same type of wireless communication, such as the same type of RF communication, such as the same type of near field communication (NFC).

[0189] In addition to antenna 220, authentication device 200 may also include a communication unit 210 configured to communicate with entertainment card authentication server 300 via a computer network. For example, communication unit 210 may be configured to communicate via the Internet. Communication unit 210 may also be wireless, such as Wi-Fi, 3G, 5G, etc. The type of wireless communication used by communication unit 210 may differ from the type of communication used by antennas 220 and 130.

[0190] Authentication device 200 includes processing circuitry 230 and memory 240. For example, memory 240 may store computer instructions executable by processing circuitry 230. For example, processing circuitry 230 may be configured to wirelessly transmit a digital authentication command to entertainment card 110 via an antenna. For example, entertainment card 110 may be configured to cooperate with authentication device 200 and transmit at least an authentication token in response. For example, processing circuitry 230 may be configured to receive the authentication token from entertainment card 110 in response to the digital authentication command. Authentication device 200 may be configured to transmit the authentication token to an authentication server via a communication unit and receive information regarding the authenticity of the entertainment card from the authentication server. For example, authentication device 200 may receive information from server 300 regarding whether entertainment card 110 is authentic, e.g., whether it is genuine or not. Device 200 may also receive updated authentication data from server 300, which will be transmitted to device 110.

[0191] The authentication device 200 may include a display 250 configured to display information related to the authentication operation. For example, the device 200 may be configured to display information regarding the type of entertainment card, such as information received from the entertainment card 110 or from the authentication server 300. The display 250 may also be used to display the results of the authentication operation. Before sending the token, the authentication device 200 may add or modify information. For example, the authentication device 200 may sign the token with a cryptographic key (e.g., a private key) to indicate to the server 300 that the authentication device 200 is the authentication device.

[0192] The authentication server 300 may be configured to verify the authenticity of entertainment cards, in particular the authenticity of the entertainment cards 110. The entertainment card authentication server 300 may include a communication unit 320 arranged to communicate with the entertainment card authentication device 200 via a computer network. For example, the communication unit 320 may be configured to use the same computer network as the authentication device 200, such as the Internet.

[0193] The authentication server includes memory 310. Memory 310 can be configured to store computer instructions for execution by processing circuit 330. However, memory 310 can also be configured to store authentication data 312 and counter 314. For example, authentication data 312 and counter 314 can be retrieved from an entertainment card database 340. Entertainment card database 340 can be part of server 300 or can be external to server 300. For example, database 340 can be stored on an external server in digital communication with server 300, such as in the cloud.

[0194] For example, the entertainment card database 340 may store the authentication data 312 and the counter 314 indexed by the entertainment card identifier (eg, the entertainment card identifier of the entertainment card 110 ).

[0195] In one embodiment, counter 314 is assumed to be equal to counter 124. After successfully authenticating card 110, counter 314 is incremented so that counter 124 and counter 124 remain the same. Counter 314 and counter 124 may differ from each other only if a problem occurs or the entertainment card 110 is not authentic.

[0196] The counter 124 at the card 110 may be incremented according to instructions from the server 300. In this case, a problem that may arise is that the increment of the counter 124 fails for some reason, for example, because the card is removed from the near field before the operation is completed. In that case, the counter 314 may be greater than the counter 124. To avoid the possibility that the counter 124 may become lower than the counter 314 in this situation, the card 110 may be configured to increment the counter 124 before calculating the authentication token.

[0197] Therefore, it is possible that the counter on the card and the counter on the server may differ. To address this issue, if counter 314 minus counter 124 is less than a threshold, the card can be accepted as authentic. For example, the equation can be: counter 124 + #problems = counter 314. Thus, if the number of problems (#problems = counter 314 - counter 124) is less than a threshold, such as less than 10, less than 100, etc., the card can be accepted. The threshold can be determined empirically as a compromise between security and user-friendliness.

[0198] On the other hand, for example, in one embodiment, a counter can be incremented whenever authentication data 122 is involved in an operation, such as whenever an authentication operation is performed and / or whenever authentication data is updated, regardless of the resulting token verified on the authentication device or authentication server. This procedure has the advantage of reducing communication between the entertainment card and the authentication device; for example, no additional commands need to be given to the entertainment card to increment its counter, e.g., after waiting for confirmation from the server. Reducing communication also reduces the chance of corruption. Even if the counters on the card and on the server differ, it is still possible; for example, if the authentication device fails to forward the token for some reason, the counter may be incremented on the entertainment card but not on the server. In this case, the counter on the card may be higher than the counter on the server. To address this issue, the card can be accepted as authentic if counter 124 is higher than counter 314, for example, if counter 124 minus counter 314 is less than another threshold. Both options can be supported simultaneously. The two thresholds do not need to be equal. If the token is accepted, even if the counters differ, the server counter can be adjusted to equal the counter on the card.

[0199] In one embodiment, authentication data 124 and authentication data 314 are equal, e.g., equal in number, equal in encryption key, etc. In one embodiment, authentication data 124 and authentication data 314 are corresponding members of a cryptographic key pair. For example, authentication data 124 may be a signing key and authentication data 314 may be a corresponding verification key. The signing key and verification key may form a cryptographic asymmetric key pair, such as an RSA key pair, an ECDSA key pair, etc.

[0200] The authentication server 300, such as the processor circuit 330, can be configured to receive an authentication token from the entertainment card authentication device 200. The authentication token can be created by the entertainment card 110 from authentication data 122 and, optionally, counter 124. The authentication token is verified using authentication data 312 and counter 314. If the verification is successful, a success signal can be sent to the authentication device 200. The success signal can indicate to the entertainment card authentication device 200 the authenticity of the entertainment card 110. After the entertainment card is successfully authenticated, a counter for the card, such as counter 314, and optionally a counter in the database, is incremented. By not incrementing the counter in the event of a failed authentication, an attacker is prevented from distorting the counter. In one embodiment, the counter can be recovered from the authentication token, although this is not required.

[0201] To further enhance security, the authentication device 200 and the authentication server 300 can mutually authenticate each other. For example, in one embodiment, there can be multiple authentication devices 200 in the system. For example, the authentication device 200 can be implemented as a smartphone with an appropriate application installed. This poses a risk that an attacker could use a fake authentication device. This risk can be mitigated by authenticating the authentication device 200 to the server. For example, in one embodiment, the entertainment card authentication device 200 can be configured to authenticate the entertainment card authentication server 300, and / or the entertainment card authentication server 300 can be configured to authenticate the entertainment card authentication device 200. For example, the device 200 and the server 300 can be configured to perform an SSL handshake.

[0202] Below are some examples of authentication tokens, showing their creation and authentication.

[0203] In one embodiment, the authentication data 122 and 312 are encryption keys. For example, the authentication data 122 stored in the entertainment card can be the private key (Priv) of a public / private key pair, and the authentication data 312 stored in the entertainment card authentication server can be the public key (Pub) of the public / private key pair. For example, the authentication data 122 stored in the entertainment card can be a symmetric key (K), and the authentication data 312 stored in the entertainment card authentication server can be the same key (K).

[0204] The authentication token can be calculated by the entertainment card 110 (e.g., circuit 140) using its key in a keyed cryptographic operation. For example, the keyed cryptographic operation can be a signing operation, an encryption operation, or a keyed hashing operation. For example, the token can be calculated by signing a counter. For example, the token can be calculated by signing a challenge value received by the entertainment card 110 from the device 200 (e.g., along with the authentication command). The challenge value can be a nonce, such as a random number. Signing can be performed using a private key and a symmetric key; in the latter case, the operation is sometimes referred to as calculating a message authentication code.

[0205] For example, if the authentication data 312 and the authentication data 122 are equal, the authentication server 300 can verify that the token was created by applying a keyed cryptographic function to the counter and / or challenge by recreating the token from the authentication data 312. For example, the server 300 can apply the same keyed cryptographic function, such as a signing, encryption, or keyed hashing operation, to the counter 312 and / or challenge and verify that the token calculated by the server 300 is the same as the token received from the entertainment card 110 via the device 200. Alternatively, if the authentication data 312 and the authentication data 122 are part of a cryptographic key pair, the server can perform a corresponding keyed function using the authentication data 312 as a key. For example, performing a signature verification to verify that the token is a valid signature of the counter 312, or performing a decryption operation using the authentication data 312 as a key and verifying that the result is the counter 312.

[0206] In one embodiment, the device 200 first contacts the server 300 to request a challenge. The server 300 then generates a challenge, such as a random number, and sends it to the device 200. The device 200 then sends an authentication command along with the challenge. The entertainment card 110 then applies a cryptographic function to the challenge, or to the challenge and the counter 124. The server 300 can then verify that the token corresponds to the counter 314 and the challenge.

[0207] If equality between counter 124 and counter 314 is required, verifying counter 124 is easiest. In practice, this can be accommodated by verifying the token for counter 314 by small decrements, such as 1, 2, and so on, up to a threshold. Additionally or alternatively, increments can be used as needed. This allows for verification to succeed at device 200 and server 300, but fail at the card, or for verification to succeed at the card but fail at device 200 or server 300. This approach may result in multiple verifications. In one embodiment, the cryptographic function is a keyed bijective function, such as encryption or signature with message recovery. This has the advantage that counter 124 can be recovered from the token by applying the keyed inverse function. In this case, counter 124 and counter 314 can be unambiguously compared. This provides greater flexibility in allowing authentication to proceed even if counter 124 and counter 314 are not exactly equal. Furthermore, there is no need to perform multiple verifications for different counter values ​​to cover the possibility of discrepancies between the two counters.

[0208] In one embodiment, the token is calculated (e.g., as described above) and verified by the server 300, which also generates and sends new authentication data 122 and updates authentication data 312. The device 200 receives the new authentication data and sends it to the entertainment card 110 for writing to the memory 120. For example, a new symmetric key or a new private key may be written to the memory 120. The new authentication data is also updated in the server 300 (e.g., authentication data 314 and / or database 340). This has the advantage that illegitimate copies of the entertainment card 110 will have the old authentication data. For example, any time a card is authenticated, its authentication data is updated, effectively invalidating all previous copies of the entertainment card. If someone attempts to authenticate an illegitimate copy, its authentication data will not correspond to the authentication data stored in the server 300, and authentication will fail.

[0209] In one embodiment, a random string can be used for the authentication data without applying a cryptographic function, so that the token is equal to the authentication data. If the authentication data is always updated, this would be a particularly low-cost solution for authenticating entertainment cards. To verify the token, the server 300 compares it with the stored authentication data.

[0210] One advantage of updating authentication data is that copies of cards are automatically invalidated. If a user makes an unauthorized copy of a card, the first card verified by server 300 is the valid card, at least as far as the server can determine. This provides an incentive to prevent people from having their cards copied, because if a copy is verified first, the original is automatically invalidated.

[0211] For example, the entertainment card authentication server can be configured to generate new authentication data and, if verification is successful, transmit the new authentication data to the entertainment card authentication device. The new authentication data can be a new key or a new random string. The entertainment card authentication device can be configured to receive the new authentication data via a communication unit and transmit the new authentication data to the entertainment card via an antenna. The entertainment card can be configured to receive the new authentication data via the antenna and write the new authentication data to a memory.

[0212] In one embodiment, memory 120 may store a key. Processing circuit 140 may be configured to encrypt a counter using the key. The token may include an encrypted counter. Processing circuit 140 may receive a challenge from authentication device 200. The challenge may also be encrypted. Instead of encryption, a signature may be calculated and included in the token. The signature may be an asymmetric signature or a symmetric signature, such as a MAC, a keyed hash, or the like. The key may be a private key.

[0213] In one embodiment, the memory 120 stores a private key and a corresponding public key. The public key can be retrieved from the chip by the device 200. The counter can also be retrieved. The token can include or can be a signature on the challenge and / or the counter. The authentication device 200 can use the public key to verify the signature. For example, the signature can be verified by the counter and / or the challenge. The public key can be protected using conventional means, for example, using a signing certificate such as an X.509 certificate. Interestingly, this allows the token to be authenticated locally, for example using a key read from the entertainment card, and allows the token to be authenticated non-locally at the server 300 using the public key stored at the server 300. In one embodiment, the authentication data on the entertainment card 110 is updated only when the token is authenticated by the server 300, rather than when the token is authenticated locally. Note that updating the authentication data is optional.

[0214] In one embodiment, before authenticating the entertainment card 110, the authentication device 200 requests a challenge from the server 300. The server 300 generates the challenge and sends it to the authentication device 200. The authentication device 200 then requests a token from the entertainment card 110. The entertainment card 110 may process the challenge, for example, using a counter, using a key, or encrypting or signing the challenge. The token may also include an identifier for the entertainment card 110. The authentication device 200 may then forward the token to the server 300 for verification.

[0215] The system can be used to store one or more game parameters. For example, the game parameters can be stored on the card 110 and / or on the server 300. When the game parameters are needed, such as during gameplay, the game parameters can be retrieved from the card 110 and / or the server 300, for example, via an authentication device such as a mobile phone.

[0216] For example, the memory 120 may include game parameters that can enhance gameplay in various ways. For example, the game parameters may be modified when verifying the authenticity of the entertainment card. For example, if an authentication token is sent by a properly verified entertainment card, modified game parameters may be provided. For example, the modified game parameters may be provided to the entertainment card and stored thereon. For example, the modified game parameters may be displayed on a display of an authentication device. The game parameters may alternatively or additionally be stored on the server 300.

[0217] For example, a game parameter may represent so-called experience points. For example, cards may earn experience points, which may be stored in a database, such as server 300 and / or card 110. Experience points may be earned by playing cards in tournaments. Over time, cards become better by earning experience points. This incentivizes players to participate in tournaments by upgrading their cards. Furthermore, the monetary value of entertainment cards comes from playing the game, rather than using them as a proxy for the stock market.

[0218] Figure 2 One example of one embodiment of an entertainment card system 400 is schematically illustrated. Figure 2 An entertainment card 410 is shown. The entertainment card 410 has visible printed information 411 thereon. The printed information 411 may include a picture 416 and text 414. For example, the picture may show a game character and the text may show game parameters, such as abilities, etc.

[0219] Entertainment card 410 may include chip 412 and antenna 413. The chip and antenna may be configured as described herein. For example, antenna 413 may be arranged for wireless communication with an authentication device, for example. Chip 412 may be configured to:

[0220] - wirelessly receiving digital commands from the EEC authentication device via an antenna,

[0221] - creating an authentication token in response to receiving an authentication command, the creating comprising reading authentication data and a counter from a memory and applying a cryptographic function to the authentication data and the counter,

[0222] - wirelessly transmitting the authentication token to the device via the antenna, and

[0223] - Increment a counter stored in memory.

[0224] Figure 2 Further shown is a mobile phone 450. The mobile phone 450 can be configured as an authentication device. The mobile phone 450 can include a communication unit arranged to communicate with an entertainment card authentication server via a computer network, and an antenna arranged to wirelessly communicate with an entertainment card (such as the entertainment card 410).

[0225] Mobile phone 450, for example, an application installed thereon, can be configured to communicate with chip 412 and receive information. This information may include an ID identifying card 410. Mobile phone 450 can obtain information about the entertainment card and / or this type of entertainment card. For example, phone 450 can obtain information from chip 412 or from a server (e.g., such as server 300). For example, the entertainment card authentication server can be arranged to send information about the entertainment card for display on the entertainment card authentication device. For example, the ID can be used to request information from server 300. Mobile phone 450 can be configured to display information. For example, in this case, phone 450 displays a picture (e.g., picture 416), text (e.g., text 414, additional text 415). For example, additional text 415 may include additional game parameters. Phone 450 can be configured to:

[0226] - Wirelessly sends digital authentication commands to the entertainment card via the antenna,

[0227] - receiving an authentication token from the entertainment card in response to the digital authentication command,

[0228] - sending the authentication token to the authentication server via the communication unit, and

[0229] - Receive information about the authenticity of the entertainment card from the authentication server.

[0230] When a recreational card (such as card 410 or 110) is used for the first time, it can be claimed by the user. For example, the authentication device (e.g., 200 or 450) may include a user identifier that identifies the user of other services of the recreational card authentication server. The recreational card authentication device may be configured to send the user identifier with an authentication token. The recreational card authentication server is configured to associate the user identifier with the recreational card identifier in a memory of the recreational card authentication server, which is configured to provide access to the recreational card in other services. For example, after the card 110 or 410 is manufactured, its ID may be registered with the server. The card may initially be registered as unclaimed. When the card's token is first received and verified, the user ID received along with the token may be stored by the server as the owner or claimant of the recreational card. For example, a consumer may claim ownership by scanning the recreational card after opening the packaging, for example, using their smartphone. The original seller (such as the manufacturer or retailer) may be the first owner of the card. In this case, the seller needs to transfer ownership to the buyer of the card. This may be linked to a cash register or an online e-commerce store. The store may be the current owner; upon payment, the ownership is transferred, or the owner lock status is released so someone (such as a buyer) can claim ownership.

[0231] When a user acquires a card from a previous owner, they can send a token with a new user ID to register the card's new owner or claimant. This allows users to manage their card collection online, for example, via a website maintained by server 300. It also allows the system to track thefts, mark cards as lost, or set a transfer lock on the card. For example, a transfer lock can be implemented by storing a blacklist of card IDs that have not been transferred on server 300. For example, if a card is stolen, this can be reported through an online collection (e.g., a website). If a claim is received for the card, a signal can be generated so that appropriate follow-up actions can be taken, such as requiring the new owner to legally prove their identity. Depending on the configuration, transferring digital ownership of a card may have different requirements. In one embodiment, physical access to the card results in transfer of ownership, allowing the use of an authentication token to validate the operation. In another embodiment, transfer of ownership requires only digital ownership. Finally, transfer of ownership requires both physical and digital ownership.

[0232] Interestingly, this allows a user to link their physical card collection to an online card collection, also known as a "digital twin." For example, scanning an NFC card and transferring ownership will add it to a person's online collection. This can allow people to play games both online and offline using their own entertainment cards. For example, the server 300 can be arranged for online gameplay between two or more players using their online card collections. Offline, the same or different users can use their physical cards to play the same or different games. Interestingly, online gameplay may allow for changing game parameters. When an entertainment card is authenticated, the changed game parameters can be downloaded to the card. An authentication device, such as a mobile phone, can be used to write and / or read the game parameters. This allows offline gameplay to use the changed game parameters changed through online gameplay. For example, a card can be upgraded online, which can benefit offline users when using physical (e.g., paper) cards.

[0233] For example, an entertainment card authentication server can maintain card collections for multiple users (e.g., players), for example, in a database storing cards authenticated for each user. The server can provide various additional services. For example, the server can provide a digital game play interface configured to receive game play instructions that reference a user's cards. For example, an instruction can be a game play action received from the user or from some other user. The instruction can reference the user's cards for a game-related purpose. Before allowing the instruction to be completed (e.g., executing a game-related goal), the entertainment card authentication server can verify that the referenced cards have been authenticated for the user, for example, by referencing a database. The server can operate this interface for its own purposes, for example, if the server is also configured as a game server; however, the server can also or alternatively perform this service for third-party game servers. This feature can enable online games to mirror games that can be played in real life, for example, using the same cards.

[0234] A potential problem with wirelessly updating entertainment cards (especially if the cards do not have their own power source) is the corruption of the card's date. This problem can be addressed by including a card memory that includes at least two areas for storing authentication data. The card's processor is arranged to write the authentication data to an area of ​​the memory that is different from the area storing the authentication data used to generate the authentication token. This ensures that the authentication data used to create the token, and therefore uncorrupted, remains valid and remains on the card. The next time a token is needed, the updated data is used, overwriting the old authentication data. For example, an area may include a counter so that initially the highest counter is used to generate a token, and only if the data becomes corrupted or the token proves invalid is the old data used to create a token.

[0235] Another potential problem is that someone might try to claim a card without purchasing it (e.g., while it's in the store), for example, to claim it as the first owner. People might do this to add the card to an online collection without having to buy it, for example, to facilitate online gaming competitions, or perhaps just to be a nuisance. There are a few ways to address this issue.

[0236] For example, the entertainment cards may be wrapped in foil, such as part of a pack. The foil may be a metal foil or may be lined with a metal material to attenuate wireless signals entering or originating from the entertainment card's antenna.

[0237] For example, in addition to one or more entertainment cards, the entertainment card pack may include another card that includes an antenna arranged for wireless communication and processing circuitry arranged to distort the wireless signals of the one or more entertainment cards.

[0238] For example, a recreational card might have its owner set to the retailer that sold it. Upon purchase, the retailer needs to either unset the card's owner so the buyer can claim the card, as it is no longer protected by any ownership rights, or digitally transfer ownership of the card to the buyer. The buyer communicates their player ID to the retailer, for example by entering a code, scanning a computer-readable identifier, or wirelessly using 3G, WiFi, or NFC. This code is then used to send a request to the server 300, which updates the card's owner.

[0239] Alternatively, the card owner may be set using a unique code printed inside the package or printed on the cards included in the package.

[0240] Figure 3a An example of an embodiment of a blockchain 500 is schematically illustrated. Two blocks of the blockchain are shown: block 510 and block 520. Blocks include one or more transactions. Transactions 511, 512, 521, and 522 in blocks 510 and 520 are shown, respectively. These blocks also include consensus proofs 519 and 529, respectively. Consensus proofs are calculated by the blockchain device and can be, for example, proof of work or proof of stake. Transactions can indicate the claiming and / or transfer of entertainment cards. Transactions can also indicate the authentication of entertainment cards.

[0241] Figure 3b An example of an embodiment of a blockchain network 530 is schematically illustrated. Blockchain network 530 includes blockchain devices, including 531, 532, and 533. For example, blockchain network 530 may be a peer-to-peer network in which blocks, transactions, and the like in a blockchain are communicated. For example, an authentication device (e.g., device 200, 450, etc.) or a server may generate a blockchain transaction including an entertainment card identifier and transmit the blockchain transaction to the blockchain network so that the blockchain management device processes the transaction for inclusion in a block on the blockchain. The transaction may include an authentication token.

[0242] In one embodiment, the public key of the card can be stored in the blockchain, while the private key is uploaded to the chip. This can be done when the card is manufactured or when the card is first claimed, etc. The blockchain can replace the database 340.

[0243] Storing cards and card transactions on the blockchain can prevent server-side hacking attacks. For example, transaction lineage can be checked against transactions. Furthermore, transferring a card twice becomes more difficult because the card's owner can be verified on the blockchain. The cost of hosting the blockchain device can ultimately be borne by the player. For example, the blockchain device can be rewarded with points, which can be redeemed for exclusive mining foil.

[0244] In one embodiment of the card system or method, one or more of the following may be performed:

[0245] 1. Create a print command.

[0246] a. Create a new key pair, such as a public key and a private key pair. Create a card ID. The card ID can be a hash of the public key. Sign the new card ID with the private key authorized by the card. Symmetric keys can be used instead of a key pair. For example, a private key, i.e., the card ID, can be stored on the card. The public key can also be stored on the card to allow for local verification. The public key and card ID can be stored in a database.

[0247] b. The card is printed with an embedded NFC chip.

[0248] c. The public key can be stored in a blockchain or database, etc.

[0249] i. For example, each unique key can be stored in a database rich with card data

[0250] 2. Printing command and key are sent to the printing press

[0251] 3. Upload the private key to a chip embedded in the physical card, such as an NFC chip. The finished card can contain an NFC chip, where the unique private key is stored on the card and the corresponding public key is stored in the database.

[0252] 4. Packaging, distributing and / or selling cards to consumers

[0253] 5. Claim an unclaimed card, for example, send a command to the card to obtain a digital signature, such as Sig=sign(private key, message). The message may include a counter and / or a challenge.

[0254] 6. Verify the digital signature using the corresponding blockchain. The public key can be obtained from the card, the server, and locally on the blockchain. Verify (private key, message, signature) to verify authenticity. If successful, the card can be claimed. Verification can be done on the server or on the authentication device.

[0255] 7. Send a success response to the application. The transaction can be stored in the blockchain. Optionally, new private and public keys can be generated and uploaded. For example, the existing private key on the chip can be overwritten with the new one. Transferring cards follows the same procedure.

[0256] Typically, the entertainment cards, authentication devices, and servers each include a microprocessor that executes appropriate software stored on the device; for example, the software may have been downloaded and / or stored in a corresponding memory, such as a volatile memory (such as RAM) or a non-volatile memory (such as flash memory). Alternatively, the devices (especially the entertainment cards) may be implemented in whole or in part as so-called application-specific integrated circuits (ASICs), e.g., integrated circuits (ICs) customized for their specific use. For example, the circuits may be implemented in CMOS, e.g., using a hardware description language such as Verilog, VHDL, etc.

[0257] In one embodiment, the entertainment cards, authentication devices, and / or servers may include one or more processing circuits to implement their functions. The circuits may be processor circuits and memory circuits, with the processor circuits executing instructions represented electronically in the memory circuits.

[0258] The processor circuit can be implemented in a distributed manner, for example, as multiple sub-processor circuits. A single memory can be distributed across multiple distributed sub-memories. Some or all of the memory can be electronic memory, magnetic memory, etc. For example, the memory can have a volatile portion and a non-volatile portion. Some of the memory can be read-only. The circuit can also be an FPGA, ASIC, etc.

[0259] Figure 4 An example of an embodiment of an entertainment card authentication method 600 is schematically shown. The method 600 includes:

[0260] - wirelessly transmitting (610) a digital command to the entertainment card authentication device via an antenna to cause the entertainment card to create an authentication token, the entertainment card comprising an electronic memory (120) storing authentication data (122) and a counter (124), creating the authentication token comprising applying a cryptographic function to the authentication data and the counter,

[0261] - wirelessly receiving (620) an authentication token from the device via an antenna,

[0262] - Validating (630) said authentication token with the counter and authentication data stored in the memory of the entertainment card authentication server.

[0263] Many different ways of performing the method are possible, as will be apparent to one skilled in the art. For example, the order of the steps may be performed in the order shown, but the order of the steps may be changed or some steps may be performed in parallel. Furthermore, other method steps may be inserted between steps. Inserted steps may represent improvements to the method described herein or may be unrelated to the method.

[0264] The embodiments of the method can be performed using software comprising instructions for causing a processor system to perform method 600. The software may comprise only those steps taken by a particular sub-entity of the system. The software may be stored in a suitable storage medium (such as a hard disk, floppy disk, memory, optical disk, etc.). The software may be sent as a signal along a cable or wirelessly or using a data network (e.g., the Internet). The software may be available for download and / or for remote use on a server. An embodiment of the method can be performed using a bitstream that is arranged to configure programmable logic (e.g., a field programmable gate array (FPGA)) to perform the method.

[0265] It should be understood that the present invention also extends to computer programs suitable for putting the present invention into practice, particularly computer programs located on or in a carrier. The program can be in source code form, object code form, intermediate code form between source code and object code (such as partially compiled form), or any other form suitable for use in the embodiment of the method. Embodiments related to computer program products include computer-executable instructions corresponding to at least one of the processing steps of the illustrated method. These instructions can be subdivided into subroutines and / or stored in one or more files that can be statically or dynamically linked. Another embodiment related to a computer program product includes computer-executable instructions corresponding to each device of at least one system and / or product in the illustrated system and / or product.

[0266] Figure 5a A computer-readable medium 1000 is shown having a writable portion 1010 including a computer program 1020 comprising instructions for implementing an entertainment card, an authentication device, and / or a server on a processor system according to one embodiment. The computer program 1020 may be implemented on the computer-readable medium 1000 as a physical marker or by magnetization of the computer-readable medium 1000. However, any other suitable embodiments are also contemplated. Furthermore, it should be understood that while the computer-readable medium 1000 is shown herein as an optical disc, the computer-readable medium 1000 may be any suitable computer-readable medium (such as a hard disk, solid-state memory, flash memory, etc.) and may be non-recordable or recordable. The computer program 1020 comprises instructions for causing the processor system to execute as an entertainment card, an authentication device, and / or a server.

[0267] Figure 5b A schematic representation of a processor system 1140 according to one embodiment of an entertainment card, authentication device and / or server is shown. The processor system includes one or more integrated circuits 1110. The architecture of the one or more integrated circuits 1110 is schematically shown in FIG. Figure 5b . The circuit 1110 includes a processing unit 1120, such as a CPU, for causing a computer program component to run to perform a method according to an embodiment and / or to implement a module or unit of the method. The circuit 1110 includes a memory 1122 for storing program code, data, etc. A portion of the memory 1122 may be read-only. The circuit 1110 may include a communication element 1126, such as an antenna, a connector, or both. The circuit 1110 may include a dedicated integrated circuit 1124 for executing part or all of the method defined. The processor 1120, the memory 1122, the dedicated IC 1124, and the communication element 1126 may be interconnected via an interconnect 1130 (for example, a bus). The processor system 1110 may be arranged to implement contact communication and / or contactless communication using a connector and / or an antenna, respectively.

[0268] For example, in one embodiment, the processor system 1140 (e.g., an entertainment card, an authentication device, or an authentication server) may include a processor circuit and a memory circuit, wherein the processor is arranged to execute software stored in the memory circuit. For example, the processor circuit may be an Intel Core i7 processor, an ARM Cortex-R8, or the like. In one embodiment, the processor circuit may be an ARM Cortex M0. The memory circuit may be a ROM circuit or a non-volatile memory (e.g., a flash memory). The memory circuit may be a volatile memory, such as an SRAM memory. In the latter case, the device may include a non-volatile software interface, such as a hard disk drive, a network interface, or the like, arranged to provide the software.

[0269] Figure 6 One example of one embodiment of an entertainment card system 600 is schematically illustrated. Figure 6 It further visualizes claiming an item, e.g., claiming ownership of an item.

[0270] System 600 includes multiple entertainment cards; one entertainment card 610 is shown. Entertainment card 610 may have various information printed thereon; the card name "Card Name 1" and a picture are shown. Entertainment card 610 includes an electronic tag 612. Tag 612 may store an entertainment card identifier, such as a number. In an alternative embodiment, a computer-readable identifier may be used. However, computer-readable identifiers can be easily reused, making them less preferred.

[0271] System 600 includes a mobile scanning device 620, such as an entertainment card authentication device. System 600 includes an authentication platform 630, such as an entertainment card authentication server. Mobile scanning device 620 is configured to read tag 612 and communicate with authentication platform 630. For example, authentication platform 630 can be configured to store information about entertainment cards (e.g., entertainment card 610). For example, authentication platform 630 can store item records and identifier records. Authentication platform 630 can also store ownership information, such as an identifier of a user who currently owns (e.g., recently claimed) a particular entertainment card.

[0272] Figure 6 As shown in FIG, the mobile scanning device 620 and the authentication platform 630 are configured for two protocols: a protocol for verifying the authenticity of the entertainment card 610 and a protocol for claiming ownership of the entertainment card 610.

[0273] Figure 7 An example of an embodiment of an entertainment card system 600 is schematically illustrated in greater detail, specifically illustrating an example of an embodiment of a protocol for verifying the authenticity of an entertainment card 610. In response to a request from a mobile scanning device 620 to verify the authenticity of an entertainment card 610, an authentication platform 630 can generate a webpage that can be downloaded from the authentication platform 630 by requesting a specific computer network address (e.g., a web address (e.g., URL)). For example, in response to the request, a certification URL can be generated. When the URL is accessed (e.g., using a web browser), the card's status can be obtained.

[0274] Figure 7 Three possible responses are shown in FIG. For example, according to web page 641, the page contains information that the card is authentic, for example, it is recorded in the database of server 630. Additional information may be the time when the card is effective.

[0275] Optionally, the verification link (such as the URL to web page 641) may be valid for a limited time. Although page 641 indicates the last time the authenticity check was made, some consumers may overlook this, potentially opening the door to fraudulent transactions. A verification link based on this option is only valid for a limited time. For example, web page 642 indicates that the verification link has expired. For example, web page 643 may indicate that the link is invalid. This page may be displayed, for example, when a card cannot be authenticated.

[0276] Thus, in this embodiment, a proof link, such as a link (eg, a URL) that may be temporary, may be generated based on the scanning of the entertainment card, through which authenticity and physical access may be proven.

[0277] For example, in one embodiment, a user can scan his card with his mobile phone and receive a certification link in return. The certification link (e.g., URL) can then be forwarded to others, such as through a chat application, marketplace, or email. For example, the link can be included when the card is referenced online (such as on a webpage); for example, the link can be included when the card is sold on eBay or the like.

[0278] Another user can then verify information such as the authenticity of the card itself. This can be used, for example, during negotiations for a sale or during gaming tournaments.

[0279] In one embodiment, the system is configured for a method of remotely proving physical possession of a physical item (such as an entertainment card). For example, the card is scanned and a unique code is obtained from an authentication server. The code can be verified on the server. The unique code can include a computer network address (e.g., a URL), although this is not required. The unique code or URL can be sent to another party, such as a transaction partner, another device, or an online marketplace. This token can be checked to prove whether someone is actually carrying the product and, optionally, when someone is actually carrying the product.

[0280] The marketplace is based on a registered ownership of authenticated physical items (such as gaming cards). The marketplace can be implemented as a server or cloud instance, etc., as an entity to which messages can be sent or received via a computer network. For example, the marketplace can include a computer. For example, the marketplace can include a network server. The marketplace can be integrated (e.g., included) in an authentication server.

[0281] In one embodiment, an online system is provided in which people register items they own and can verify their possession using authentication methods. In a marketplace, owners can be considered potential sellers because they have items they could sell if the price or circumstances are right. For example, each time an owner scans or verifies an item, a field may be updated with the last time someone interacted with it and the time the current owner interacted with it.

[0282] A buyer looking to purchase a certain type of product can query a server that stores all registered items. The buyer can specify a price range and distance on the marketplace. The marketplace then finds potential sellers. The results of the query can be scored based on one or more of the following:

[0283] - proximity / distance of the buyer and potential seller,

[0284] - the time since the last potential seller interacted with the item,

[0285] - the time since the potential seller first interacted with the item,

[0286] - the time since the potential seller first became the registered owner of the item,

[0287] - the number of times potential sellers responded to offers for the item,

[0288] - the number of times a potential seller accepted an offer for an item,

[0289] - the percentage of offers accepted by potential sellers,

[0290] - the last time the potential seller was active on the market, for example by using an app or website,

[0291] - If the system knows the price that a potential seller would pay for the item,

[0292] - If the system knows the historical retail price of the item,

[0293] - If the system knows the current retail price of the item,

[0294] - If the system knows the current market price of the item,

[0295] - If set, the selling price that the potential seller sets for this item.

[0296] The marketplace can add potential sellers to a list. New potential sellers can be added to this list periodically as long as the query is active. Buyers can manually indicate interest in a particular seller from the list of potential sellers. Sellers can then receive notifications from the marketplace, such as push notifications or emails, that someone is interested in purchasing their item. If the seller indicates interest in selling, the buyer and seller can:

[0297] -Manually negotiate to discuss the status of the item and the terms of the trade, or

[0298] -Accept transactions and receive information regarding delivery / shipping and payment.

[0299] The marketplace can be configured to automatically find the highest-scoring potential sellers in parallel and notify them of interest. There can be a maximum number of simultaneously outstanding (e.g., configured in parallel) offers. The list of outstanding offers can be periodically checked for expired offers. If the maximum parallelism has not been reached, the marketplace will add the next highest-scoring offer to the current list.

[0300] After accepting the transaction, the system can update the item's owner field. From that moment on, the buyer is considered the registered owner of the item.

[0301] The marketplace can be configured with a recommendation system for digital twins, collectibles, and the like. For example, the marketplace can be configured with a computer algorithm that analyzes user-registered digital twins of owners of physical items from a database, or a subset of digital twins and owners, to detect hidden or non-hidden class memberships of objects in order to recommend other objects (such as entertainment cards) that must be acquired to complete an obvious set of objects (such as a deck list or an expansion set for a game) or hidden classes (such as synergistic cards that are often associated with each other). An example of a hidden class is "Brainstorm" and "Fetchlands." Although they are not directly related to each other, the owner of "Fetchlands" would benefit from acquiring "Brainstorm," a well-known synergy in the card game Magic: The Gathering. The recommendation system quantifies other, less obvious synergies. Detected item associations are mapped to related items in the database and recommended to the user if they already own a portion of the set. The greater the ownership share of the set, the higher the card is ranked in the recommendation order.

[0302] Figure 8a An example of a data model for an embodiment of a marketplace application is schematically illustrated. Figure 8b An example of a process diagram for one embodiment of a marketplace application is schematically shown. Interestingly, because items have an owner, the marketplace application has information indicating who owns a particular card. The marketplace allows potential buyers of a card to ask the owner if they would like to sell it.

[0303] For example, based on Figure 8a Scoring is done based on the information indicated in the , but can also be done based on location (e.g., GPS location, distance) and user ratings as buyers and / or sellers. A list of available items and their ratings can be saved. Potential sellers can be notified, for example, in parallel to a maximum extent, for example, up to 5 at a time. These offers may be accepted, rejected, negotiated, or expired, etc. The list of active orders is updated each time the maximum parallelism is not reached.

[0304] Figure 8bAn example of a process for searching, matching, and executing transactions on an embodiment of a marketplace application is shown. In one embodiment, the marketplace application maintains a queue of active queries. For example, a buyer can begin by creating a query on the marketplace. A query can be added to a list of active queries in the marketplace, such as an active query queue. The active query queue can be executed periodically and / or in response to adding a query to the queue and / or using a job queue runner. Active queries can be executed to the system using parameters that can be set by the user (e.g., based on, for example, cards, distance, price, etc.). For example, each result may be given a score and may be added as a quote linked to the query.

[0305] The offer with the highest score added to the query may be activated and presented to the owner of the item associated with the offer. This person or entity is referred to as the potential seller. For example, this may be performed by a different process that may be executed periodically, in response to adding an offer to the query, in response to rejecting another offer, and / or using a job queue runner, etc. In one embodiment, the maximum number of simultaneously active offers may be limited, for example, to reduce the number of fulfilled / accepted orders that are still presented to the potential seller. If a potential seller receives too many offers that cannot be accepted because others have already accepted them, the potential seller may be likely to perceive the notification as less valuable and may even not respond to the offer at all out of frustration.

[0306] When an offer is activated, a notification is sent to the potential seller. This notification can be in the form of a push notification, email, text message, etc. The potential seller can use the app or web application to open the offer in the marketplace. The potential seller has various options for responding to the offer. For example, their options may include one or more of the following:

[0307] The potential seller can accept the offer. Ownership of the item can be transferred directly or upon payment confirmation, depending on the terms of the transaction. Payment confirmation can be immediate if the buyer has prepaid for the item, when the buyer's payment details are known, or when the buyer has sufficient credit in his account.

[0308] - A potential seller can reject an offer and set conditions on when he would be interested in selling. This could be a minimum price, distance, or not selling at all. This information will then be used for future inquiries.

[0309] - The potential seller can initiate negotiations. This is not a permanent outcome, but will allow both parties to establish terms and conditions and then accept or reject the offer.

[0310] If a potential seller doesn't respond within a set timeframe, the offer is marked "expired." The rate or quantity of the expired offer can be used to better match future listings. If another potential seller accepts a query's offer, all other offers for that query are marked "accepted." This status does not penalize the potential seller in the matching and scoring algorithms.

[0311] If a buyer decides to cancel his query, all open offers will be marked as "canceled". This status does not penalize the potential seller, but it penalizes the buyer in the matching and scoring algorithms. One embodiment could be to limit the number of simultaneous open offers for a query.

[0312] Figure 9a An example of an embodiment of an entertainment card is schematically shown.For example, a label can be embedded in the card.

[0313] The techniques described herein for entertainment playing cards can also be applied to other physical objects. Figure 9b An example of one embodiment of a card binder is schematically shown. For example, a label similar to that used in entertainment cards can be embedded in a cover (e.g., front cover or inside cover, etc.). This allows for verification or transfer of the card binder. Using the same technology, one can scan the file folder. Figure 10 One example of an embodiment of a shoe is schematically shown, in this case a sports shoe, with the tag embedded in it. All embodiments discussed for entertainment cards can be adapted to sports shoes or binders.

[0314] It should be noted that the above-mentioned embodiments illustrate rather than limit the invention, and that those skilled in the art will be able to design many alternative embodiments.

[0315] In the claims, any reference signs placed between brackets shall not be construed as limiting the claim. The use of the verb "comprise" and its conjugations does not exclude the presence of other elements or steps than those listed in the claim. The article "a" or "an" preceding an element does not exclude the presence of a plurality of such elements. When preceding a list of elements, a statement such as "at least one of..." indicates that all elements or any subset of elements are selected from that list. For example, the statement "at least one of A, B, and C" should be understood to include only A, only B, only C, both A and B, both A and C, both B and C, or all of A, B, and C. The present invention can be implemented by hardware (including several discrete elements) as well as by appropriately programmed computers. In an apparatus claim that lists several devices, several of these devices may be implemented by the same item of hardware. The fact that certain measures are recited in mutually different dependent claims does not indicate that a combination of these measures cannot be used to advantage.

[0316] In the claims, references in parentheses refer to reference signs in the drawings of the embodiments or formulas of the embodiments, thereby increasing the intelligibility of the claims. These references are not to be construed as limiting the claims.

Claims

1. An entertainment card system (100) arranged to authenticate entertainment cards used to play a card game, the entertainment card system comprising entertainment cards (110), an entertainment card authentication device (200), and an entertainment card authentication server (300), wherein: A: The entertainment cards (110) include: - an electronic memory (120) storing authentication data (122), - an antenna (130) arranged for wireless communication, - a processing circuit (140) arranged to: - wirelessly receiving a digital command from an electronic entertainment card authentication device via said antenna, - creating an authentication token in response to receiving an authentication command, said creating comprising reading said authentication data from said memory and applying a cryptographic function to said authentication data, - wirelessly transmitting said authentication token to said device via said antenna, B: The entertainment card authentication device (200) is arranged to verify the authenticity of the entertainment card, and the entertainment card authentication device comprises: - a communication unit (210) arranged to communicate with the entertainment card authentication server via a computer network, - an antenna (220) arranged for wireless communication with said entertainment cards, - a processing circuit (230) arranged to: - wirelessly sending a digital authentication command to the entertainment card via the antenna, - receiving an authentication token from said entertainment card in response to said digital authentication command, - sending the authentication token to the authentication server via the communication unit, and - receiving information about the authenticity of said entertainment cards from said authentication server, C: The entertainment card authentication server (300) is arranged to verify the authenticity of the entertainment card, and the entertainment card authentication server comprises: - an electronic memory (310) for storing authentication data, - a communication unit (320) arranged to communicate with the entertainment card authentication device via the computer network, - a processing circuit (330) arranged to: - receiving the authentication token from the entertainment card authentication device, - verifying the authentication token with authentication data stored in a memory of the entertainment card authentication server, and - If the verification is successful, information indicating authenticity is sent to the entertainment card authentication device.

2. An entertainment deck of cards arranged for playing a card game, the entertainment deck comprising: - an electronic memory storing authentication data, - an antenna arranged for wireless communication, - processing circuitry arranged to: - wirelessly receiving a digital command from an electronic entertainment card authentication device via said antenna, - creating an authentication token in response to receiving an authentication command, said creating comprising reading said authentication data from said memory and applying a cryptographic function to said authentication data, and - Wirelessly transmitting the authentication token to the device via the antenna.

3. An entertainment card authentication device for verifying the authenticity of an entertainment card and the entertainment card according to claim 2, the entertainment card authentication device comprising: - a communication unit arranged to communicate with the entertainment card authentication server via a computer network, - an antenna arranged for wireless communication with the entertainment cards, - processing circuitry arranged to: - wirelessly sending a digital authentication command to the entertainment card via the antenna, - receiving an authentication token from said entertainment card in response to said digital authentication command, - sending the authentication token to the authentication server via the communication unit, and - receiving information about the authenticity of the entertainment cards from said authentication server.

4. An entertainment card authentication server for verifying the authenticity of entertainment cards, the entertainment card authentication server comprising: - an electronic memory for storing authentication data, - a communication unit arranged to communicate with the entertainment card authentication device via a computer network, - processing circuitry arranged to: - receiving an authentication token from said entertainment card authentication device, - verifying the authentication token with authentication data stored in a memory of the entertainment card authentication server, and - If the verification is successful, information indicating authenticity is sent to the entertainment card authentication device.

5. The entertainment card authentication server according to claim 4, wherein the information page is valid for a limited time.

6. An entertainment card pack comprising one or more entertainment cards as claimed in any one of the preceding claims, the pack comprising a further card comprising an antenna arranged for wireless communication and processing circuitry arranged to distort wireless signals of the one or more entertainment cards.

7. A pack of entertainment cards comprising one or more entertainment cards as claimed in any one of the preceding claims, the pack including a unique code setting a card owner, for example wherein the code is printed on the inside of the pack, or on the cards included in the pack.

8. A pack of entertainment cards comprising one or more entertainment cards as claimed in any one of the preceding claims, the pack being wrapped in foil and at least one of the entertainment cards in the pack being lined with a metallic material.

9. An entertainment card authentication method (600) for authenticating an electronic entertainment card, the method comprising: - wirelessly transmitting (610) a digital command via an antenna of an entertainment card authentication device to cause the entertainment card to create an authentication token, the entertainment card comprising an electronic memory (120) storing authentication data (122), creating the authentication token comprising applying a cryptographic function to the authentication data, - wirelessly receiving (620) the authentication token via an antenna of the entertainment card authentication device, - causing the authentication token to be verified (630) and causing authentication data stored in a memory of the entertainment card authentication server to be communicated to the entertainment card authentication device.

10. A computer-readable medium (1000) comprising transitory or non-transitory data (1020) representing instructions for causing a processor system to perform the method according to claim 9.

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