A swindle is when a corner and the C-square next to it are both empty and the opponent cannot enter the C-square even after you take the corner. If an opponent disc is on the X-square, you can take the corner along the diagonal. But if there is an opponent disc (a foothold) on the line running from the C-square toward the X-square, the opponent flanks that line and enters the C-square as soon as you take the corner. Extraction is a move that removes this foothold first to set up a swindle.
You remove footholds from the line one at a time by flipping them along another line, such as a diagonal, not along that line itself. If no opponent disc remains on the line, the whole line becomes yours when you take the corner and flip the X-square, so the opponent cannot play the C-square. If there are two or more footholds, the next disc becomes a new foothold once you remove one, so plan the order and remove them all. Also check that your move does not create a new foothold on another line.
Exercise
Black to move. If Black takes A1 now, White can enter the C-square B1 next to it. Find the move that removes a White foothold so that White cannot play B1 after Black takes A1.
Exercise
White to move. If White takes H1 now, Black can enter the C-square G1 next to it. Find the move that removes a Black foothold so that Black cannot play G1 after White takes H1.
Exercise
White to move. If White takes H8 now, Black can enter the C-square H7 next to it. Find the move that removes a Black foothold so that Black cannot play H7 after White takes H8.
Exercise
White to move. If White takes H1 now, Black can enter the C-square G1 next to it. Remove all of Black's footholds on column G in two moves.
Exercise
White to move. If White takes H1 now, Black can enter the C-square H2 next to it. Remove all of Black's footholds in two moves.