If you're doing the score calculation on the client, there is not much you can do to prevent cheating.
You can and should validate the input sent to the server, for example:
collected_coins <= total_coins_in_game
However, this wont stop them from simply lying that they have the maxiumum amount possible. Running the game logic on the server would protect against this, but you stated this was not an option.
Even installing anti-cheat software on the client won't prevent them from sending false data over the internet.
For more details on the topic, you can look at a similar question on the Information Security Stack Exchange.
In the end, if you're going to have a scoreboard for a single-player or fully client-side game, you'll have to accept the fact there is no way to stop a client from cheating if they really want to.