Concise description:
Cashed in sets of 3 like the other spoil types. It basically "barricades" the territories that are named by the spoil. The effect ends on the player's next turn, or when he/she is eliminated.
Specifics/Details:
Example:
Player A cashed in a group of B, C, and D barricading each region.
All three of the territories now possess the following properties:
a)No attacks can be made from the territory, so the troops in region B cannot be used for an assault.
b)No bombardments can be made from the territory.
c)No attacks can be made against the territory, so any territory connected so region C cannot attack it.
d)No bombardments can be made against the territory.
e)No troops can be reinforced into and/or out of the territory, so troops cannot be reinforced from region E to region D, nor can troops from region D be reinforced to region E.
g)No reinforcements can be made through the regions either. If region Z is the only region connecting region B and C, then troops from B and C cannot be used to reinforce each other.
g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.
How this will benefit the site and/or other comments:
Assassin Games: If another player is several territories away from killing off his/her target, you can use these spoils to stop them in their tracks.
Terminator Games: Can be used to "hog" the kill on a weak player.
Teams Games: Perfect protection for weak teammates.
General: Useful against territories with big stacks, as those stacks are temporarily useless.
Also, keep in mind that the territories affected are not necessarily under your control, so you can ruin or help an opponent with this spoil type.