Two-person interdiction games represent an important modeling concept for applications in marketing, defending critical infrastructure, stopping nuclear weapons projects, or preventing drug smuggling. We present an exact branch-and-cut algorithm for interdiction games under the assumption that feasible solutions of the follower problem satisfy a certain monotonicity property. Prominent examples from the literature that fall into this category are knapsack interdiction, matching interdiction, and packing interdiction problems. We also show how practically relevant interdiction variants of facility location and prize-collecting problems can be modeled in our setting. Our branch-and-cut algorithm uses a solution scheme akin to Benders decompos...